Add Depthkit AVPro Package, add Graphy, deleted old Grotto model, changed Testscene

This commit is contained in:
Nadine Ganz 2024-08-12 10:44:53 +02:00
parent a2fc2e3f65
commit 8412807f4f
175 changed files with 22008 additions and 4690 deletions

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## Changelog
### 0.2.1
* Added work-around for crashing on Quest
* Update SDK license agreement
### 0.2.0
* Updated to Unity 2022.3
* Tested with AVPro Video 2.9.1
### 0.1.3
* Updated assembly definitions.
### 0.1.2
* Player name and component name updated.
### 0.1.1
* Media references are supported by Depthkit clips.

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SOFTWARE DEVELOPMENT KIT LICENSE AGREEMENT
The text of this license (this “License”) may be found at: www.depthkit.tv/license-agreement-v1
Thank you for your interest in using the Simile Inc dba Scatter ("Scatter") Software Development Kit (the "SDK").
In order to obtain and use the SDK, you must first agree to the terms of this License. If you do not agree to the
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4. THE SDK AND ANY COMPONENT THEREOF ARE PROVIDED “AS IS” AND ANY EXPRESS OR
IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
EVENT SHALL Scatter AS THE COPYRIGHT OWNER OR ITS CONTRIBUTORS BE LIABLE FOR ANY
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(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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event you materially breach this License.
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a. Intellectual property infringement by you for your Content that is used with or by
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Effective as of October 7, 2016

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# Depthkit AVPro 2.x Video Player
Copyright 2021 Scatter All Rights reserved.

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/************************************************************************************
Depthkit Unity SDK License v1
Copyright 2016-2024 Simile Inc dba Scatter. All Rights reserved.
Licensed under the the Simile Inc dba Scatter ("Scatter")
Software Development Kit License Agreement (the "License");
you may not use this SDK except in compliance with the License,
which is provided at the time of installation or download,
or which otherwise accompanies this software in either electronic or hard copy form.
You may obtain a copy of the License at http://www.depthkit.tv/license-agreement-v1
Unless required by applicable law or agreed to in writing,
the SDK distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and limitations under the License.
************************************************************************************/
using UnityEngine;
using System;
using System.Collections;
using System.Reflection;
using RenderHeads.Media.AVProVideo;
#if !DK_AVPROv1
namespace Depthkit
{
/// <summary>
/// Implementation of the Depthkit player with an AVProVideo 2.x backend </summary>
[AddComponentMenu("Depthkit/Players/Depthkit Video Player (AVPro)")]
public class AVProVideoPlayer : Depthkit.ClipPlayer
{
[SerializeField, HideInInspector]
/// <summary>
/// Reference to the AVProVideo Component </summary>
protected MediaPlayer m_mediaPlayer;
[HideInInspector]
// Note: on AVProVideo 2.9.1 when building to Quest, and possibly all Android devices,
// There is a crash when exposing MediaPlayer.TextureProvider.GetTexture() directly.
// To work around this, we use a RenderTexture and Graphics.Blit to copy the video
// texture, and then return the copy. Whenever AVPro fixes this issue,
// we can remove this work around.
public bool disableAndroidTextureCopyWorkAround = false;
protected RenderTexture m_rt = null;
string m_path;
MediaPathType m_pathType;
public override void CreatePlayer()
{
m_mediaPlayer = gameObject.GetComponent<MediaPlayer>();
if (m_mediaPlayer == null)
{
// no media component already added to this component, try adding a MediaPlayer component
try
{
m_mediaPlayer = gameObject.AddComponent<MediaPlayer>();
}
catch (Exception e)
{
Debug.LogError("AVProVideo not found in project: " + e.ToString());
}
}
}
public override bool IsPlayerCreated()
{
return m_mediaPlayer != null;
}
public override bool IsPlayerSetup()
{
if (!IsPlayerCreated())
{
return false;
}
return m_mediaPlayer.MediaPath != null && (m_mediaPlayer.MediaSource == MediaSource.Path ? m_mediaPlayer.MediaPath.Path != "" : m_mediaPlayer.MediaReference != null);
}
/// <summary>
/// Sets the video from a path. Assumed relative to data folder path.</summary>
public override void SetVideoPath(string path)
{
if (!IsPlayerCreated())
{
return;
}
path = path.Replace("\\", "/");
if (path.StartsWith(Application.dataPath))
{
path = "Assets" + path.Substring(Application.dataPath.Length);
}
m_path = path;
m_pathType = MediaPathType.RelativeToProjectFolder;
}
/// <summary>
/// Get the absolute path to the video.</summary>
public override string GetVideoPath()
{
if (!IsPlayerSetup())
{
return "";
}
return m_mediaPlayer.MediaPath.GetResolvedFullPath();
}
public override IEnumerator Load()
{
//start the loading operation
m_mediaPlayer.OpenMedia(new MediaPath(m_path, m_pathType), false);
events.OnClipLoadingStarted();
//while the video is loading you can't play it
while (!m_mediaPlayer.Control.CanPlay())
{
videoLoaded = false;
yield return null;
}
videoLoaded = true;
events.OnClipLoadingFinished();
yield return null;
}
public override void StartVideoLoad()
{
StartCoroutine(Load());
}
public override IEnumerator LoadAndPlay()
{
StartVideoLoad();
while (!videoLoaded)
{
yield return null;
}
Play();
yield return null;
}
public override void Play()
{
if (videoLoaded || m_mediaPlayer.MediaOpened)
{
videoLoaded = true;
m_mediaPlayer.Control.Play();
events.OnClipPlaybackStarted();
}
}
public override void Pause()
{
m_mediaPlayer.Control.Pause();
events.OnClipPlaybackPaused();
}
public override void Stop()
{
if (m_mediaPlayer != null && m_mediaPlayer.Control != null)
m_mediaPlayer.Control.Stop();
events.OnClipPlaybackStopped();
}
public override double GetCurrentTime()
{
return m_mediaPlayer.Control.GetCurrentTime();
}
public override int GetCurrentFrame()
{
if (m_mediaPlayer != null && m_mediaPlayer.TextureProducer != null)
{
return m_mediaPlayer.TextureProducer.GetTextureFrameCount();
}
return -1;
}
public override double GetDuration()
{
return m_mediaPlayer.Info.GetDuration();
}
public override Texture GetTexture()
{
if (m_mediaPlayer != null && m_mediaPlayer.MediaOpened && m_mediaPlayer.TextureProducer != null)
{
Texture2D tex = m_mediaPlayer.TextureProducer.GetTexture() as Texture2D;
if (tex != null)
{
// Avoid crash on android when directly returning the TextureProducer.GetTexture()
if (Application.platform == RuntimePlatform.Android && !disableAndroidTextureCopyWorkAround)
{
if (m_rt == null ||
m_rt.width != tex.width ||
m_rt.height != tex.height)
{
if (m_rt != null)
{
m_rt.Release();
m_rt = null;
}
m_rt = new RenderTexture(tex.width, tex.height, 0);
m_rt.Create();
}
Graphics.Blit(tex, m_rt);
return m_rt;
}
else
{
return tex;
}
}
}
return null;
}
public override bool IsTextureFlipped()
{
if (m_mediaPlayer != null && m_mediaPlayer.TextureProducer != null)
{
return m_mediaPlayer.TextureProducer.RequiresVerticalFlip();
}
return false;
}
public override GammaCorrection GammaCorrectDepth()
{
if (QualitySettings.activeColorSpace == ColorSpace.Linear)
{
if (m_mediaPlayer.Info != null && !m_mediaPlayer.Info.PlayerSupportsLinearColorSpace())
{
return GammaCorrection.None;
}
else
{
return GammaCorrection.LinearToGammaSpace;
}
}
else // ColorSpace.Gamma
{
return GammaCorrection.None;
}
}
public override GammaCorrection GammaCorrectColor()
{
if (QualitySettings.activeColorSpace == ColorSpace.Linear)
{
if (m_mediaPlayer.Info != null && !m_mediaPlayer.Info.PlayerSupportsLinearColorSpace())
{
return GammaCorrection.GammaToLinearSpace;
}
else
{
return GammaCorrection.None;
}
}
else // ColorSpace.Gamma
{
return GammaCorrection.None;
}
}
public override bool IsPlaying()
{
return (!IsPlayerSetup() || !IsPlayerCreated() || m_mediaPlayer.Control == null) ? false : m_mediaPlayer.Control.IsPlaying();
}
public override void RemoveComponents()
{
if (!Application.isPlaying)
{
DestroyImmediate(m_mediaPlayer, true);
DestroyImmediate(this, true);
}
else
{
Destroy(m_mediaPlayer);
Destroy(this);
}
}
public override void OnMetadataUpdated(Depthkit.Metadata metadata) { /* do nothing */}
public override string GetPlayerTypeName()
{
return typeof(Depthkit.AVProVideoPlayer).Name;
}
public new static string GetPlayerPrettyName()
{
return "Video Player (AVPro)";
}
public RenderHeads.Media.AVProVideo.MediaPlayer GetPlayerBackend()
{
return m_mediaPlayer;
}
public override void Seek(float toTimeSeconds)
{
if (m_mediaPlayer == null)
{
return;
}
if (m_mediaPlayer.Control == null)
{
var Init = m_mediaPlayer.GetType().GetMethod("Initialise", BindingFlags.NonPublic | BindingFlags.Instance);
Init?.Invoke(m_mediaPlayer, null);
}
var control = m_mediaPlayer.Control;
if (control == null)
{
return;
}
if (control.IsPlaying())
{
control.Pause(); // Pause since we'll just be seeking.
}
float currentTime = (float)control.GetCurrentTime();
float directorTime = toTimeSeconds;
if (!Mathf.Approximately(currentTime, directorTime))
{
var preSeekFrameCount = m_mediaPlayer.TextureProducer.GetTextureFrameCount();
float preSeekTime = (float)control.GetCurrentTime();
control.Seek(directorTime);
float postSeekTime = (float)control.GetCurrentTime();
if (!Mathf.Approximately(preSeekTime, postSeekTime))
{
control.WaitForNextFrame(GetDummyCamera(), preSeekFrameCount);
}
}
m_mediaPlayer.Player.Update();
}
static Camera _dummyCamera;
private static Camera GetDummyCamera()
{
if (_dummyCamera == null)
{
const string goName = "Video Dummy Camera";
GameObject go = GameObject.Find(goName);
if (go == null)
{
go = new GameObject(goName);
go.hideFlags = HideFlags.HideInHierarchy | HideFlags.DontSave;
go.SetActive(false);
if (Application.isPlaying)
{
DontDestroyOnLoad(go);
}
_dummyCamera = go.AddComponent<Camera>();
_dummyCamera.hideFlags = HideFlags.HideInInspector | HideFlags.DontSave;
_dummyCamera.cullingMask = 0;
_dummyCamera.clearFlags = CameraClearFlags.Nothing;
_dummyCamera.enabled = false;
}
else
{
_dummyCamera = go.GetComponent<Camera>();
}
}
return _dummyCamera;
}
public override uint GetVideoWidth()
{
return m_mediaPlayer != null && m_mediaPlayer.Info != null ? (uint)m_mediaPlayer.Info.GetVideoWidth() : 0;
}
public override uint GetVideoHeight()
{
return m_mediaPlayer != null && m_mediaPlayer.Info != null ? (uint)m_mediaPlayer.Info.GetVideoHeight() : 0;
}
public override bool SupportsPosterFrame()
{
return true;
}
void OnDisable()
{
if (m_rt != null)
{
m_rt.Release();
m_rt = null;
}
}
}
}
#endif

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{
"name": "nyc.scatter.depthkit.avpro",
"version": "0.2.1",
"displayName": "Depthkit AVPro Video Player",
"description": "Use the Depthkit AVPro Video Player to playback Depthkit captures as combined-per-pixel videos using the AVPro Video Player from RenderHeads.\n\nNote AVPro Video is a dependency of this package, and is sold separately on the Unity Asset Store and supported by RenderHeads.",
"unity": "2022.3",
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"nyc.scatter.depthkit.core" : "0.14.2"
},
"samples": [],
"keywords": [
"Depthkit",
"Volumetric",
"Scatter"
],
"author": {
"name": "Scatter",
"email": "support@depthkit.tv",
"url": "https://www.depthkit.tv"
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-----------------------------
v3.0.5
- Fixed small issue with Safe Area not being updated when the screen resolution changes.
-----------------------------
v3.0.4
- Fixed small oversight in Resolution.refreshRate is obsolete warning fix.
-----------------------------
v3.0.3
- Fixed some comments and removed unused using statements.
- Fixed Resolution.refreshRate is obsolete warning for Unity 2022.2 and newer.
- Increased minimum version to recommended Unity 2019.4 LTS.
-----------------------------
v3.0.2
- Renamed GRAPHY_VR to GRAPHY_XR
- Added GRAPHY_XR to missing places to fix code compilation
-----------------------------
v3.0.1
- Added GRAPHY_VR scripting define.
-----------------------------
v3.0.0
- Added beta support for VR!
- Added support for an offset in all modules.
- Big refactor and cleanup.
-----------------------------
v2.1.3
- Added null check for Keyboard.current.
-----------------------------
v2.1.2
- Fixed NullRef in AudioMonitor if no main camera is in the scene.
-----------------------------
v2.1.1
- Small hotfix for a index of out bounds error.
- Simplified Singleton class to allow Graphy to be Destroyed.
- Deallocating cached strings on Destroy to free up memory.
-----------------------------
v2.1.0
- Pretty big refactor.
- Lots of optimization.
- Removed min/max fps for 1% and 0.1% lows, which is the industry standard now.
- Improved UI. Added rounded corners and a better default color palette.
-----------------------------
v2.0.1
- Updated package.json to 2.0.1.
-----------------------------
v2.0.0
- Now supports UPM (Unity Package Manager).
- Minimum official supported version is now Unity 2019.3.0. If you want a version that supports 5.4+, go to Github to download it.
- Lots of minor tweaks, optimizations and bugfixes.
-----------------------------
v1.6.0
This is the last release that will officially support Unity 5.4+. Next releases will be targeted towards 2019.3+.
- Minor tweaks, optimizations and bugfixes.
- Added support for VR single pass instanced rendering.
-----------------------------
v1.5.2
- Removed asmdefs to avoid missing reference issues in new Unity alpha versions.
- Improvements avgFps calculation, changed list to array (thanks @Kaladrius2trip).
-----------------------------
v1.5.1
- Hide Graphy in Game view when it's be disabled on startup.
- Fixed error if no camera is present in the scene.
- Added SceneManager namespace so to avoid possible conflicts.
- Added support for asmdefs (thanks @QSFW).
-----------------------------
v1.5
- Fixed a number alignment in the audio module (thanks @SuperPenguin).
- Refactored some code to avoid warnings with the new NET framework 4.0.
- Shader sorting fix for Screen Space - Camera.
- Fixed a possible Null Reference Error in the debugger (thanks @strawlink).
- Fixed import settings in 2 textures (thanks @strawlink).
- Renamed all Action into System.Action to avoid possible namespace conflicts.
- Fixed the int rounding to prevent 59.99999FPS from turning into 59FPS (thanks @Rockylars).
-----------------------------
v1.4.3
- Renamed all the classes with the "G_" prefix to avoid namespace issues with external code (thanks @Rockylars).
- Refactored some code and added explanations and regions in the G_ShaderGraph class.
- Assigned all the variables in their declaration to avoid a new NET framework warning.
-----------------------------
v1.4.2
- Added the option to disable hotkeys.
- Disabled hotkey check when Editor is not focused (thanks @Rockylars).
- Refatored and cleaned up code (thanks @Rockylars).
- Fixed a bug where if the app was defocused and focused back, it would reset Graphy's module active values (thanks @Rockylars).
-----------------------------
v1.4.1
- Introduced plenty of safety checks to avoid some null reference errors.
- Possibly fixed the graphs bug when the Editor is defocused and focused back.
- Code cleanup and refactoring.
-----------------------------
v1.4
- Updated the header comments in all scripts.
- Added option to toggle active on start up (thanks @DarkMio).
- Removed a leftover raycast script in the Graphy UI.Canvas (thanks @DarkMio).
- Updated the shaders to use UnityObjectToClipPos() (thanks @DarkMio).
- Bug-Fix: NullRef for EditorStyles.boldlabel (thanks @Flavelius)
-----------------------------
v1.3
- Added a second graph to the Audio module that shows the highest spectrum value.
- Added option to Toggle Active and Mode, as well as setting a specific Preset from the API.
- Fixed a bug that occured when Time.timeScale = 0 (thanks @xDavidLeon!).
-----------------------------
v1.2.2
- Improved the dB calculations, now the values are much more precise.
-----------------------------
v1.2.1
- Modified the default UI text values to more generic placeholders to increase clarity.
- Small fixes in the audio module.
-----------------------------
v1.2
- MASSIVE reduction in garbage generation. From 8-10 KB every 2-3 seconds to just 200-300 bytes. Garbage generation right now is negligible.
- Some code optimizations.
-----------------------------
v1.1
- New Feature: Added a modifiable MODE. If set to LIGHT it will reduce some features or maximum values (like graph resolution) but it will improve compatibility with older hardware.
- Small performance optimizations.
- Code refactoring.
- Improved the vetical alpha fade-off effect in the graph to make it more visible for lower values.
- Updated the "Customize Graphy" scene to account for these new changes.
-----------------------------
v1.0
- First major update!
- Removed some leftover raycast targets from the Graphy UI to avoid interfering with users UI.
- Added a Customization Scene that allows changing all the parameters in runtime to improve the user experience when testing new values.
- Added a feature to rescale the background overlay of the Advanced Data module to the text with the highest width.
- Made ALL parameters modifiable from code using the API.
- Fixed a bug where sometimes the Graphy Manager would fail trying to retrieve the Audio Module.
- Improved stabilty.
-----------------------------
v0.6
- Added a feature to choose if you want to apply a background overlay to Graphy, improving readability in cluttered scenes.
- Optimized the access to Shader parameters when updating them, improving performance.
-----------------------------
v0.5.1
- Added a feature to choose if you want to keep Graphy alive through scene changes. Careful, if you activate it but Graphy is the child of another object, the root GameObject will also survive scene changes.
- Fixed a bug where setting Graphy as a child of another object would break the graphs.
-----------------------------
v0.5
- Initial release!

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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 02-Jan-18
* 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 System;
using UnityEngine;
using System.Collections.Generic;
using System.IO;
using UnityEditor;
namespace Tayx.Graphy
{
[CustomEditor( typeof( GraphyDebugger ) )]
internal class GraphyDebuggerEditor : Editor
{
#region Variables -> Private
private GraphyDebugger m_target;
private int m_newDebugPacketListSize = 0;
private int m_previouslySelectedDebugPacketIndex = 0;
private int m_currentlySelectedDebugPacketIndex = 0;
private int m_selectedDebugPacketCondition = 0;
#endregion
#region Methods -> Unity Callbacks
private void OnEnable()
{
m_target = (GraphyDebugger) target;
}
#endregion
#region Methods -> Public Override
public override void OnInspectorGUI()
{
if( m_target == null && target == null )
{
base.OnInspectorGUI();
return;
}
float defaultLabelWidth = EditorGUIUtility.labelWidth;
float defaultFieldWidth = EditorGUIUtility.fieldWidth;
//===== CONTENT REGION ========================================================================
GUILayout.Space( 20 );
#region Section -> Logo
if( GraphyEditorStyle.DebuggerLogoTexture != null )
{
GUILayout.Label
(
image: GraphyEditorStyle.DebuggerLogoTexture,
style: new GUIStyle( GUI.skin.GetStyle( "Label" ) )
{
alignment = TextAnchor.UpperCenter
}
);
GUILayout.Space( 10 );
}
else
{
EditorGUILayout.LabelField
(
label: "[ GRAPHY - DEBUGGER ]",
style: GraphyEditorStyle.HeaderStyle1
);
}
#endregion
GUILayout.Space( 5 ); //Extra pixels added when the logo is used.
#region Section -> Settings
SerializedObject serObj = serializedObject;
SerializedProperty
debugPacketList =
serObj.FindProperty( "m_debugPackets" ); // Find the List in our script and create a refrence of it
//Update our list
serObj.Update();
EditorGUILayout.LabelField( "Current [Debug Packets] list size: " + debugPacketList.arraySize );
EditorGUIUtility.fieldWidth = 32;
EditorGUILayout.BeginHorizontal();
m_newDebugPacketListSize = EditorGUILayout.IntField
(
label: "Define a new list size",
value: m_newDebugPacketListSize
);
if( GUILayout.Button( "Resize List" ) )
{
if( EditorUtility.DisplayDialog
(
title:
"Resize List",
message:
"Are you sure you want to resize the entire List?\n\n" +
"Current List Size -> " +
debugPacketList.arraySize +
"\n" +
"New List Size -> " +
m_newDebugPacketListSize +
"\n" +
"This will add default entries if the value is greater than the list size, or erase the bottom values until the new size specified.",
ok:
"Resize",
cancel:
"Cancel" )
)
{
m_currentlySelectedDebugPacketIndex = 0;
if( m_newDebugPacketListSize != debugPacketList.arraySize )
{
while( m_newDebugPacketListSize > debugPacketList.arraySize )
{
debugPacketList.InsertArrayElementAtIndex( debugPacketList.arraySize );
SetDefaultDebugPacketValues( debugPacketList );
}
while( m_newDebugPacketListSize < debugPacketList.arraySize )
{
debugPacketList.DeleteArrayElementAtIndex( debugPacketList.arraySize - 1 );
}
}
}
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.LabelField( "NOT RECOMMENDED (Only use for first initialization)",
EditorStyles.centeredGreyMiniLabel );
EditorGUILayout.Space();
EditorGUILayout.Space();
if( debugPacketList.arraySize < 1 )
{
m_previouslySelectedDebugPacketIndex = 0;
m_currentlySelectedDebugPacketIndex = 0;
m_selectedDebugPacketCondition = 0;
serializedObject.ApplyModifiedProperties();
return;
}
GraphyEditorStyle.HeaderStyle2.contentOffset = Vector2.down * 3f;
EditorGUILayout.LabelField( "Selected debug packet:" );
EditorGUILayout.BeginHorizontal();
List<string> debugPacketNames = new List<string>();
for( int i = 0; i < debugPacketList.arraySize; i++ )
{
SerializedProperty listItem = debugPacketList.GetArrayElementAtIndex( i );
// NOTE: If the Popup detects two equal strings, it just paints 1, that's why I always add the "i"
char checkMark = listItem.FindPropertyRelative( "Active" ).boolValue ? '\u2714' : '\u2718';
debugPacketNames.Add
(
(i + 1) +
" (" +
checkMark +
") " +
" - ID: " +
listItem.FindPropertyRelative( "Id" ).intValue +
" (Conditions: " +
listItem.FindPropertyRelative( "DebugConditions" ).arraySize +
")"
);
}
m_currentlySelectedDebugPacketIndex =
EditorGUILayout.Popup( m_currentlySelectedDebugPacketIndex, debugPacketNames.ToArray() );
if( m_currentlySelectedDebugPacketIndex != m_previouslySelectedDebugPacketIndex )
{
m_selectedDebugPacketCondition = 0;
m_previouslySelectedDebugPacketIndex = m_currentlySelectedDebugPacketIndex;
}
Color defaultGUIColor = GUI.color;
GUI.color = new Color( 0.7f, 1f, 0.0f, 1f );
//Or add a new item to the List<> with a button
if( GUILayout.Button( "Add", GUILayout.Width( 60 ) ) )
{
debugPacketList.InsertArrayElementAtIndex( debugPacketList.arraySize );
SetDefaultDebugPacketValues( debugPacketList );
}
GUI.color = new Color( 1f, 0.7f, 0.0f, 1f );
//Remove this index from the List
if( GUILayout.Button( "Remove", GUILayout.Width( 60 ) ) )
{
debugPacketList.DeleteArrayElementAtIndex( m_currentlySelectedDebugPacketIndex );
if( m_currentlySelectedDebugPacketIndex > 0 )
{
m_currentlySelectedDebugPacketIndex--;
}
if( debugPacketList.arraySize < 1 )
{
serializedObject.ApplyModifiedProperties();
return;
}
}
GUI.color = defaultGUIColor;
EditorGUILayout.EndHorizontal();
EditorGUILayout.Space();
EditorGUILayout.Space();
EditorGUILayout.Space();
//Display our list to the inspector window
SerializedProperty listItemSelected =
debugPacketList.GetArrayElementAtIndex( m_currentlySelectedDebugPacketIndex );
SerializedProperty Active = listItemSelected.FindPropertyRelative( "Active" );
SerializedProperty Id = listItemSelected.FindPropertyRelative( "Id" );
SerializedProperty ExecuteOnce = listItemSelected.FindPropertyRelative( "ExecuteOnce" );
SerializedProperty InitSleepTime = listItemSelected.FindPropertyRelative( "InitSleepTime" );
SerializedProperty ExecuteSleepTime = listItemSelected.FindPropertyRelative( "ExecuteSleepTime" );
SerializedProperty ConditionEvaluation = listItemSelected.FindPropertyRelative( "ConditionEvaluation" );
SerializedProperty DebugConditions = listItemSelected.FindPropertyRelative( "DebugConditions" );
SerializedProperty MessageType = listItemSelected.FindPropertyRelative( "MessageType" );
SerializedProperty Message = listItemSelected.FindPropertyRelative( "Message" );
SerializedProperty TakeScreenshot = listItemSelected.FindPropertyRelative( "TakeScreenshot" );
SerializedProperty ScreenshotFileName = listItemSelected.FindPropertyRelative( "ScreenshotFileName" );
SerializedProperty DebugBreak = listItemSelected.FindPropertyRelative( "DebugBreak" );
SerializedProperty UnityEvents = listItemSelected.FindPropertyRelative( "UnityEvents" );
#endregion
EditorGUILayout.LabelField
(
label:
"[ PACKET ] - ID: " +
Id.intValue +
" (Conditions: " +
DebugConditions.arraySize +
")",
style: GraphyEditorStyle.HeaderStyle2
);
EditorGUIUtility.labelWidth = 150;
EditorGUIUtility.fieldWidth = 35;
Active.boolValue = EditorGUILayout.Toggle
(
new GUIContent
(
text: "Active",
tooltip: "If false, it will not be checked"
),
value: Active.boolValue
);
Id.intValue = EditorGUILayout.IntField
(
new GUIContent
(
text: "ID",
tooltip: "Optional Id. It's used to get or remove DebugPackets in runtime"
),
value: Id.intValue
);
ExecuteOnce.boolValue = EditorGUILayout.Toggle
(
new GUIContent
(
text: "Execute once",
tooltip: "If true, once the actions are executed, this DebugPacket will delete itself"
),
value: ExecuteOnce.boolValue
);
InitSleepTime.floatValue = EditorGUILayout.FloatField
(
new GUIContent
(
text: "Init sleep time",
tooltip:
"Time to wait before checking if conditions are met (use this to avoid low fps drops triggering the conditions when loading the game)"
),
value: InitSleepTime.floatValue
);
ExecuteSleepTime.floatValue = EditorGUILayout.FloatField
(
new GUIContent
(
text: "Sleep time after execute",
tooltip:
"Time to wait before checking if conditions are met again (once they have already been met and if ExecuteOnce is false)"
),
value: ExecuteSleepTime.floatValue
);
EditorGUIUtility.labelWidth = defaultLabelWidth;
EditorGUIUtility.fieldWidth = defaultFieldWidth;
EditorGUILayout.Space();
EditorGUILayout.Space();
EditorGUILayout.LabelField( "[ CONDITIONS ] (" + DebugConditions.arraySize + ")",
GraphyEditorStyle.HeaderStyle2 );
EditorGUILayout.PropertyField
(
ConditionEvaluation,
new GUIContent( "Condition evaluation" )
);
EditorGUILayout.Space();
if( DebugConditions.arraySize < 1 )
{
DebugConditions.InsertArrayElementAtIndex( DebugConditions.arraySize );
m_selectedDebugPacketCondition = 0;
}
EditorGUILayout.BeginHorizontal();
List<string> debugPacketConditionNames = new List<string>();
for( int i = 0; i < DebugConditions.arraySize; i++ )
{
SerializedProperty listItem = DebugConditions.GetArrayElementAtIndex( i );
// NOTE: If the Popup detects two equal strings, it just paints 1, that's why I always add the "i"
string conditionName = (i + 1).ToString() + " - ";
conditionName +=
GetComparerStringFromDebugVariable(
(GraphyDebugger.DebugVariable) listItem.FindPropertyRelative( "Variable" ).intValue ) + " ";
conditionName +=
GetComparerStringFromDebugComparer(
(GraphyDebugger.DebugComparer) listItem.FindPropertyRelative( "Comparer" ).intValue ) + " ";
conditionName += listItem.FindPropertyRelative( "Value" ).floatValue.ToString();
debugPacketConditionNames.Add( conditionName );
}
m_selectedDebugPacketCondition =
EditorGUILayout.Popup( m_selectedDebugPacketCondition, debugPacketConditionNames.ToArray() );
GUI.color = new Color( 0.7f, 1f, 0.0f, 1f );
if( GUILayout.Button( "Add", GUILayout.Width( 60 ) ) )
{
DebugConditions.InsertArrayElementAtIndex( DebugConditions.arraySize );
}
if( DebugConditions.arraySize > 1 )
{
GUI.color = new Color( 1f, 0.7f, 0.0f, 1f );
}
else
{
GUI.color = new Color( 1f, 0.7f, 0.0f, 0.5f );
}
//Remove this index from the List
if( GUILayout.Button( "Remove", GUILayout.Width( 60 ) ) )
{
if( DebugConditions.arraySize > 1 )
{
DebugConditions.DeleteArrayElementAtIndex( m_selectedDebugPacketCondition );
if( m_selectedDebugPacketCondition > 0 )
{
m_selectedDebugPacketCondition--;
}
}
}
GUI.color = defaultGUIColor;
EditorGUILayout.EndHorizontal();
SerializedProperty conditionListItemSelected =
DebugConditions.GetArrayElementAtIndex( m_selectedDebugPacketCondition );
SerializedProperty Variable = conditionListItemSelected.FindPropertyRelative( "Variable" );
SerializedProperty Comparer = conditionListItemSelected.FindPropertyRelative( "Comparer" );
SerializedProperty Value = conditionListItemSelected.FindPropertyRelative( "Value" );
EditorGUILayout.PropertyField
(
Variable,
new GUIContent( "Variable" )
);
EditorGUILayout.PropertyField
(
Comparer,
new GUIContent( "Comparer" )
);
EditorGUILayout.PropertyField
(
Value,
new GUIContent( "Value" )
);
EditorGUILayout.Space();
EditorGUILayout.Space();
EditorGUILayout.LabelField( "[ ACTIONS ]", GraphyEditorStyle.HeaderStyle2 );
EditorGUIUtility.labelWidth = 140;
EditorGUIUtility.fieldWidth = 35;
EditorGUILayout.PropertyField
(
MessageType,
new GUIContent( "Message type" )
);
EditorGUILayout.PropertyField( Message );
TakeScreenshot.boolValue = EditorGUILayout.Toggle
(
new GUIContent
(
text: "Take screenshot",
tooltip:
"If true, it takes a screenshot and stores it. The location where the image is written to can include a directory/folder list. With no directory/folder list the image will be written into the Project folder. On mobile platforms the filename is appended to the persistent data path."
),
value: TakeScreenshot.boolValue
);
if( TakeScreenshot.boolValue )
{
EditorGUILayout.PropertyField
(
ScreenshotFileName,
new GUIContent
(
text: "Screenshot file name",
tooltip:
"Avoid this characters: * . \" / \\ [ ] : ; | = , \n\nIt will have the date appended at the end to avoid overwriting."
)
);
}
DebugBreak.boolValue = EditorGUILayout.Toggle
(
new GUIContent
(
text: "Debug Break",
tooltip: "If true, it pauses the editor"
),
DebugBreak.boolValue
);
EditorGUILayout.PropertyField( UnityEvents );
EditorGUIUtility.labelWidth = defaultLabelWidth;
EditorGUIUtility.fieldWidth = defaultFieldWidth;
serializedObject.ApplyModifiedProperties();
}
#endregion
#region Methods -> Private
private void SetDefaultDebugPacketValues( SerializedProperty debugPacketSerializedProperty )
{
GraphyDebugger.DebugPacket debugPacket = new GraphyDebugger.DebugPacket();
debugPacketSerializedProperty.GetArrayElementAtIndex( debugPacketSerializedProperty.arraySize - 1 )
.FindPropertyRelative( "Active" )
.boolValue = debugPacket.Active;
debugPacketSerializedProperty.GetArrayElementAtIndex( debugPacketSerializedProperty.arraySize - 1 )
.FindPropertyRelative( "Id" )
.intValue = debugPacketSerializedProperty.arraySize;
debugPacketSerializedProperty.GetArrayElementAtIndex( debugPacketSerializedProperty.arraySize - 1 )
.FindPropertyRelative( "ExecuteOnce" )
.boolValue = debugPacket.ExecuteOnce;
debugPacketSerializedProperty.GetArrayElementAtIndex( debugPacketSerializedProperty.arraySize - 1 )
.FindPropertyRelative( "InitSleepTime" )
.floatValue = debugPacket.InitSleepTime;
debugPacketSerializedProperty.GetArrayElementAtIndex( debugPacketSerializedProperty.arraySize - 1 )
.FindPropertyRelative( "ExecuteSleepTime" )
.floatValue = debugPacket.ExecuteSleepTime;
}
private string GetComparerStringFromDebugVariable( GraphyDebugger.DebugVariable debugVariable )
{
switch( debugVariable )
{
case GraphyDebugger.DebugVariable.Fps:
return "FPS Current";
case GraphyDebugger.DebugVariable.Fps_Min:
return "FPS Min";
case GraphyDebugger.DebugVariable.Fps_Max:
return "FPS Max";
case GraphyDebugger.DebugVariable.Fps_Avg:
return "FPS Avg";
case GraphyDebugger.DebugVariable.Ram_Allocated:
return "Ram Allocated";
case GraphyDebugger.DebugVariable.Ram_Reserved:
return "Ram Reserved";
case GraphyDebugger.DebugVariable.Ram_Mono:
return "Ram Mono";
case GraphyDebugger.DebugVariable.Audio_DB:
return "Audio DB";
default:
return null;
}
}
private string GetComparerStringFromDebugComparer( GraphyDebugger.DebugComparer debugComparer )
{
switch( debugComparer )
{
case GraphyDebugger.DebugComparer.Less_than:
return "<";
case GraphyDebugger.DebugComparer.Equals_or_less_than:
return "<=";
case GraphyDebugger.DebugComparer.Equals:
return "==";
case GraphyDebugger.DebugComparer.Equals_or_greater_than:
return ">=";
case GraphyDebugger.DebugComparer.Greater_than:
return ">";
default:
return null;
}
}
#endregion
}
}

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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 02-Jan-18
* 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 System;
using System.IO;
using UnityEditor;
using UnityEngine;
namespace Tayx.Graphy
{
internal static class GraphyEditorStyle
{
#region Variables -> Private
private static Texture2D _managerLogoTexture = null;
private static Texture2D _debuggerLogoTexture = null;
private static GUISkin m_skin = null;
private static GUIStyle m_headerStyle1 = null;
private static GUIStyle m_headerStyle2 = null;
private static GUIStyle m_foldoutStyle = null;
private static string path;
#endregion
#region Properties -> Public
public static Texture2D ManagerLogoTexture => _managerLogoTexture;
public static Texture2D DebuggerLogoTexture => _debuggerLogoTexture;
public static GUISkin Skin => m_skin;
public static GUIStyle HeaderStyle1 => m_headerStyle1;
public static GUIStyle HeaderStyle2 => m_headerStyle2;
public static GUIStyle FoldoutStyle => m_foldoutStyle;
#endregion
#region Static Constructor
static GraphyEditorStyle()
{
string managerLogoGuid = AssetDatabase.FindAssets( $"Manager_Logo_{(EditorGUIUtility.isProSkin ? "White" : "Dark")}" )[ 0 ];
string debuggerLogoGuid = AssetDatabase.FindAssets( $"Debugger_Logo_{(EditorGUIUtility.isProSkin ? "White" : "Dark")}" )[ 0 ];
string guiSkinGuid = AssetDatabase.FindAssets( "GraphyGUISkin" )[ 0 ];
_managerLogoTexture = AssetDatabase.LoadAssetAtPath<Texture2D>
(
AssetDatabase.GUIDToAssetPath( managerLogoGuid )
);
_debuggerLogoTexture = AssetDatabase.LoadAssetAtPath<Texture2D>
(
AssetDatabase.GUIDToAssetPath( debuggerLogoGuid )
);
m_skin = AssetDatabase.LoadAssetAtPath<GUISkin>
(
AssetDatabase.GUIDToAssetPath( guiSkinGuid )
);
if( m_skin != null )
{
m_headerStyle1 = m_skin.GetStyle( "Header1" );
m_headerStyle2 = m_skin.GetStyle( "Header2" );
SetGuiStyleFontColor
(
guiStyle: m_headerStyle2,
color: EditorGUIUtility.isProSkin ? Color.white : Color.black
);
}
else
{
m_headerStyle1 = EditorStyles.boldLabel;
m_headerStyle2 = EditorStyles.boldLabel;
}
m_foldoutStyle = new GUIStyle( EditorStyles.foldout )
{
font = m_headerStyle2.font,
fontStyle = m_headerStyle2.fontStyle,
contentOffset = Vector2.down * 3f
};
SetGuiStyleFontColor
(
guiStyle: m_foldoutStyle,
color: EditorGUIUtility.isProSkin ? Color.white : Color.black
);
}
#endregion
#region Methods -> Private
private static void SetGuiStyleFontColor( GUIStyle guiStyle, Color color )
{
guiStyle.normal.textColor = color;
guiStyle.hover.textColor = color;
guiStyle.active.textColor = color;
guiStyle.focused.textColor = color;
guiStyle.onNormal.textColor = color;
guiStyle.onHover.textColor = color;
guiStyle.onActive.textColor = color;
guiStyle.onFocused.textColor = color;
}
#endregion
}
}

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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 20-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 System;
using UnityEngine;
using System.IO;
using UnityEditor;
namespace Tayx.Graphy
{
[CustomEditor( typeof( GraphyManager ) )]
internal class GraphyManagerEditor : Editor
{
#region Variables -> Private
private GraphyManager m_target;
private int[] m_spectrumSizeValues =
{
128,
256,
512,
1024,
2048,
4096,
8192
};
#region Section -> Settings
private SerializedProperty m_graphyMode;
private SerializedProperty m_enableOnStartup;
private SerializedProperty m_keepAlive;
private SerializedProperty m_background;
private SerializedProperty m_backgroundColor;
private SerializedProperty m_enableHotkeys;
private SerializedProperty m_toggleModeKeyCode;
private SerializedProperty m_toggleModeCtrl;
private SerializedProperty m_toggleModeAlt;
private SerializedProperty m_toggleActiveKeyCode;
private SerializedProperty m_toggleActiveCtrl;
private SerializedProperty m_toggleActiveAlt;
private SerializedProperty m_graphModulePosition;
private SerializedProperty m_graphModuleOffset;
#endregion
#region Section -> FPS
private bool m_fpsModuleInspectorToggle = true;
private SerializedProperty m_fpsModuleState;
private SerializedProperty m_goodFpsColor;
private SerializedProperty m_goodFpsThreshold;
private SerializedProperty m_cautionFpsColor;
private SerializedProperty m_cautionFpsThreshold;
private SerializedProperty m_criticalFpsColor;
private SerializedProperty m_fpsGraphResolution;
private SerializedProperty m_fpsTextUpdateRate;
#endregion
#region Section -> RAM
private bool m_ramModuleInspectorToggle = true;
private SerializedProperty m_ramModuleState;
private SerializedProperty m_allocatedRamColor;
private SerializedProperty m_reservedRamColor;
private SerializedProperty m_monoRamColor;
private SerializedProperty m_ramGraphResolution;
private SerializedProperty m_ramTextUpdateRate;
#endregion
#region Section -> Audio
private bool m_audioModuleInspectorToggle = true;
private SerializedProperty m_findAudioListenerInCameraIfNull;
private SerializedProperty m_audioListener;
private SerializedProperty m_audioModuleState;
private SerializedProperty m_audioGraphColor;
private SerializedProperty m_audioGraphResolution;
private SerializedProperty m_audioTextUpdateRate;
private SerializedProperty m_FFTWindow;
private SerializedProperty m_spectrumSize;
#endregion
#region Section -> Advanced Settings
private bool m_advancedModuleInspectorToggle = true;
private SerializedProperty m_advancedModulePosition;
private SerializedProperty m_advancedModuleOffset;
private SerializedProperty m_advancedModuleState;
#endregion
#endregion
#region Methods -> Unity Callbacks
private void OnEnable()
{
m_target = (GraphyManager) target;
SerializedObject serObj = serializedObject;
#region Section -> Settings
m_graphyMode = serObj.FindProperty( "m_graphyMode" );
m_enableOnStartup = serObj.FindProperty( "m_enableOnStartup" );
m_keepAlive = serObj.FindProperty( "m_keepAlive" );
m_background = serObj.FindProperty( "m_background" );
m_backgroundColor = serObj.FindProperty( "m_backgroundColor" );
m_enableHotkeys = serObj.FindProperty( "m_enableHotkeys" );
m_toggleModeKeyCode = serObj.FindProperty( "m_toggleModeKeyCode" );
m_toggleModeCtrl = serObj.FindProperty( "m_toggleModeCtrl" );
m_toggleModeAlt = serObj.FindProperty( "m_toggleModeAlt" );
m_toggleActiveKeyCode = serObj.FindProperty( "m_toggleActiveKeyCode" );
m_toggleActiveCtrl = serObj.FindProperty( "m_toggleActiveCtrl" );
m_toggleActiveAlt = serObj.FindProperty( "m_toggleActiveAlt" );
m_graphModulePosition = serObj.FindProperty( "m_graphModulePosition" );
m_graphModuleOffset = serObj.FindProperty( "m_graphModuleOffset" );
#endregion
#region Section -> FPS
m_fpsModuleState = serObj.FindProperty( "m_fpsModuleState" );
m_goodFpsColor = serObj.FindProperty( "m_goodFpsColor" );
m_goodFpsThreshold = serObj.FindProperty( "m_goodFpsThreshold" );
m_cautionFpsColor = serObj.FindProperty( "m_cautionFpsColor" );
m_cautionFpsThreshold = serObj.FindProperty( "m_cautionFpsThreshold" );
m_criticalFpsColor = serObj.FindProperty( "m_criticalFpsColor" );
m_fpsGraphResolution = serObj.FindProperty( "m_fpsGraphResolution" );
m_fpsTextUpdateRate = serObj.FindProperty( "m_fpsTextUpdateRate" );
#endregion
#region Section -> RAM
m_ramModuleState = serObj.FindProperty( "m_ramModuleState" );
m_allocatedRamColor = serObj.FindProperty( "m_allocatedRamColor" );
m_reservedRamColor = serObj.FindProperty( "m_reservedRamColor" );
m_monoRamColor = serObj.FindProperty( "m_monoRamColor" );
m_ramGraphResolution = serObj.FindProperty( "m_ramGraphResolution" );
m_ramTextUpdateRate = serObj.FindProperty( "m_ramTextUpdateRate" );
#endregion
#region Section -> Audio
m_findAudioListenerInCameraIfNull = serObj.FindProperty( "m_findAudioListenerInCameraIfNull" );
m_audioListener = serObj.FindProperty( "m_audioListener" );
m_audioModuleState = serObj.FindProperty( "m_audioModuleState" );
m_audioGraphColor = serObj.FindProperty( "m_audioGraphColor" );
m_audioGraphResolution = serObj.FindProperty( "m_audioGraphResolution" );
m_audioTextUpdateRate = serObj.FindProperty( "m_audioTextUpdateRate" );
m_FFTWindow = serObj.FindProperty( "m_FFTWindow" );
m_spectrumSize = serObj.FindProperty( "m_spectrumSize" );
#endregion
#region Section -> Advanced Settings
m_advancedModulePosition = serObj.FindProperty( "m_advancedModulePosition" );
m_advancedModuleOffset = serObj.FindProperty( "m_advancedModuleOffset" );
m_advancedModuleState = serObj.FindProperty( "m_advancedModuleState" );
#endregion
}
#endregion
#region Methods -> Public Override
public override void OnInspectorGUI()
{
if( m_target == null && target == null )
{
base.OnInspectorGUI();
return;
}
float defaultLabelWidth = EditorGUIUtility.labelWidth;
float defaultFieldWidth = EditorGUIUtility.fieldWidth;
//===== CONTENT REGION ========================================================================
GUILayout.Space( 20 );
#region Section -> Logo
if( GraphyEditorStyle.ManagerLogoTexture != null )
{
GUILayout.Label
(
image: GraphyEditorStyle.ManagerLogoTexture,
style: new GUIStyle( GUI.skin.GetStyle( "Label" ) )
{
alignment = TextAnchor.UpperCenter
}
);
GUILayout.Space( 10 );
}
else
{
EditorGUILayout.LabelField
(
label: "[ GRAPHY - MANAGER ]",
style: GraphyEditorStyle.HeaderStyle1
);
}
#endregion
GUILayout.Space( 5 ); //Extra pixels added when the logo is used.
#region Section -> Settings
EditorGUIUtility.labelWidth = 130;
EditorGUIUtility.fieldWidth = 35;
EditorGUILayout.PropertyField
(
m_graphyMode,
new GUIContent
(
text: "Graphy Mode",
tooltip:
"LIGHT mode increases compatibility with mobile and older, less powerful GPUs, but reduces the maximum graph resolutions to 128."
)
);
GUILayout.Space( 10 );
m_enableOnStartup.boolValue = EditorGUILayout.Toggle
(
new GUIContent
(
text: "Enable On Startup",
tooltip:
"If ticked, Graphy will be displayed by default on startup, otherwise it will initiate and hide."
),
value: m_enableOnStartup.boolValue
);
// This is a neat trick to hide Graphy in the Scene if it's going to be deactivated in play mode so that it doesn't use screen space.
if( !Application.isPlaying )
{
m_target.GetComponent<Canvas>().enabled = m_enableOnStartup.boolValue;
}
m_keepAlive.boolValue = EditorGUILayout.Toggle
(
new GUIContent
(
text: "Keep Alive",
tooltip:
"If ticked, it will survive scene changes.\n\nCAREFUL, if you set Graphy as a child of another GameObject, the root GameObject will also survive scene changes. If you want to avoid that put Graphy in the root of the Scene as its own entity."
),
value: m_keepAlive.boolValue
);
GUILayout.Space( 10 );
EditorGUILayout.BeginHorizontal();
m_background.boolValue = EditorGUILayout.Toggle
(
new GUIContent
(
text: "Background",
tooltip: "If ticked, it will show a background overlay to improve readability in cluttered scenes."
),
value: m_background.boolValue
);
m_backgroundColor.colorValue = EditorGUILayout.ColorField( m_backgroundColor.colorValue );
EditorGUILayout.EndHorizontal();
GUILayout.Space( 10 );
m_enableHotkeys.boolValue = EditorGUILayout.Toggle
(
new GUIContent
(
text: "Enable Hotkeys",
tooltip:
"If ticked, it will enable the hotkeys to be able to modify Graphy in runtime with custom keyboard shortcuts."
),
value: m_enableHotkeys.boolValue
);
if( m_enableHotkeys.boolValue )
{
EditorGUILayout.BeginHorizontal();
EditorGUIUtility.labelWidth = 130;
EditorGUIUtility.fieldWidth = 35;
EditorGUILayout.PropertyField
(
m_toggleModeKeyCode,
new GUIContent
(
text: "Toggle Mode Key",
tooltip: "If ticked, it will require clicking this key and the other ones you have set up."
)
);
EditorGUIUtility.labelWidth = 30;
EditorGUIUtility.fieldWidth = 35;
m_toggleModeCtrl.boolValue = EditorGUILayout.Toggle
(
new GUIContent
(
text: "Ctrl",
tooltip: "If ticked, it will require clicking Ctrl and the other keys you have set up."
),
value: m_toggleModeCtrl.boolValue
);
m_toggleModeAlt.boolValue = EditorGUILayout.Toggle
(
new GUIContent
(
text: "Alt",
tooltip: "If ticked, it will require clicking Alt and the other keys you have set up."
),
value: m_toggleModeAlt.boolValue
);
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
EditorGUIUtility.labelWidth = 130;
EditorGUIUtility.fieldWidth = 35;
EditorGUILayout.PropertyField
(
m_toggleActiveKeyCode,
new GUIContent
(
text: "Toggle Active Key",
tooltip: "If ticked, it will require clicking this key and the other ones you have set up."
)
);
EditorGUIUtility.labelWidth = 30;
EditorGUIUtility.fieldWidth = 35;
m_toggleActiveCtrl.boolValue = EditorGUILayout.Toggle
(
new GUIContent
(
text: "Ctrl",
tooltip: "If ticked, it will require clicking Ctrl and the other kesy you have set up."
),
value: m_toggleActiveCtrl.boolValue
);
m_toggleActiveAlt.boolValue = EditorGUILayout.Toggle
(
new GUIContent
(
text: "Alt",
tooltip: "If ticked, it will require clicking Alt and the other keys you have set up."
),
value: m_toggleActiveAlt.boolValue
);
EditorGUILayout.EndHorizontal();
}
GUILayout.Space( 15 );
EditorGUIUtility.labelWidth = 155;
EditorGUIUtility.fieldWidth = 35;
EditorGUILayout.PropertyField
(
m_graphModulePosition,
new GUIContent
(
text: "Graph modules position",
tooltip: "Defines in which corner the modules will be located."
)
);
EditorGUILayout.PropertyField
(
m_graphModuleOffset,
new GUIContent
(
text: "Graph modules offset",
tooltip: "Defines how far from the corner the module will be located."
)
);
#endregion
GUILayout.Space( 20 );
#region Section -> FPS
m_fpsModuleInspectorToggle = EditorGUILayout.Foldout
(
m_fpsModuleInspectorToggle,
content: " [ FPS ]",
style: GraphyEditorStyle.FoldoutStyle,
toggleOnLabelClick: true
);
GUILayout.Space( 5 );
if( m_fpsModuleInspectorToggle )
{
EditorGUILayout.PropertyField
(
m_fpsModuleState,
new GUIContent
(
text: "Module state",
tooltip: "FULL -> Text + Graph \nTEXT -> Just text \nOFF -> Turned off"
)
);
GUILayout.Space( 5 );
EditorGUILayout.LabelField( "Fps thresholds and colors:" );
EditorGUI.indentLevel++;
EditorGUILayout.BeginHorizontal();
m_goodFpsThreshold.intValue = EditorGUILayout.IntField
(
new GUIContent
(
text: "- Good",
tooltip: "When FPS rise above this value, this color will be used."
),
value: m_goodFpsThreshold.intValue
);
m_goodFpsColor.colorValue = EditorGUILayout.ColorField( m_goodFpsColor.colorValue );
EditorGUILayout.EndHorizontal();
if( m_goodFpsThreshold.intValue <= m_cautionFpsThreshold.intValue && m_goodFpsThreshold.intValue > 1 )
{
m_cautionFpsThreshold.intValue = m_goodFpsThreshold.intValue - 1;
}
else if( m_goodFpsThreshold.intValue <= 1 )
{
m_goodFpsThreshold.intValue = 2;
}
EditorGUILayout.BeginHorizontal();
m_cautionFpsThreshold.intValue = EditorGUILayout.IntField
(
new GUIContent
(
text: "- Caution",
tooltip: "When FPS falls between this and the Good value, this color will be used."
),
value: m_cautionFpsThreshold.intValue
);
m_cautionFpsColor.colorValue = EditorGUILayout.ColorField( m_cautionFpsColor.colorValue );
EditorGUILayout.EndHorizontal();
if( m_cautionFpsThreshold.intValue >= m_goodFpsThreshold.intValue )
{
m_cautionFpsThreshold.intValue = m_goodFpsThreshold.intValue - 1;
}
else if( m_cautionFpsThreshold.intValue <= 0 )
{
m_cautionFpsThreshold.intValue = 1;
}
EditorGUILayout.BeginHorizontal();
EditorGUILayout.IntField
(
new GUIContent
(
text: "- Critical",
tooltip:
"When FPS falls below the Caution value, this color will be used. (You can't have negative FPS, so this value is just for reference, it can't be changed)."
),
value: 0
);
m_criticalFpsColor.colorValue = EditorGUILayout.ColorField( m_criticalFpsColor.colorValue );
EditorGUILayout.EndHorizontal();
EditorGUI.indentLevel--;
if( m_fpsModuleState.intValue == 0 )
{
m_fpsGraphResolution.intValue = EditorGUILayout.IntSlider
(
new GUIContent
(
text: "Graph resolution",
tooltip: "Defines the amount of points in the graph"
),
m_fpsGraphResolution.intValue,
leftValue: 20,
rightValue: m_graphyMode.intValue == 0 ? 300 : 128
);
}
m_fpsTextUpdateRate.intValue = EditorGUILayout.IntSlider
(
new GUIContent
(
text: "Text update rate",
tooltip: "Defines the amount times the text is updated in 1 second."
),
m_fpsTextUpdateRate.intValue,
leftValue: 1,
rightValue: 60
);
}
#endregion
GUILayout.Space( 20 );
#region Section -> RAM
m_ramModuleInspectorToggle = EditorGUILayout.Foldout
(
m_ramModuleInspectorToggle,
content: " [ RAM ]",
style: GraphyEditorStyle.FoldoutStyle,
toggleOnLabelClick: true
);
GUILayout.Space( 5 );
if( m_ramModuleInspectorToggle )
{
EditorGUILayout.PropertyField
(
m_ramModuleState,
new GUIContent
(
text: "Module state",
tooltip: "FULL -> Text + Graph \nTEXT -> Just text \nOFF -> Turned off"
)
);
GUILayout.Space( 5 );
EditorGUILayout.LabelField( "Graph colors:" );
EditorGUI.indentLevel++;
m_allocatedRamColor.colorValue = EditorGUILayout.ColorField
(
label: "- Allocated",
value: m_allocatedRamColor.colorValue
);
m_reservedRamColor.colorValue = EditorGUILayout.ColorField
(
label: "- Reserved",
value: m_reservedRamColor.colorValue
);
m_monoRamColor.colorValue = EditorGUILayout.ColorField
(
label: "- Mono",
value: m_monoRamColor.colorValue
);
EditorGUI.indentLevel--;
if( m_ramModuleState.intValue == 0 )
{
m_ramGraphResolution.intValue = EditorGUILayout.IntSlider(
new GUIContent
(
text: "Graph resolution",
tooltip: "Defines the amount of points are in the graph"
),
m_ramGraphResolution.intValue,
leftValue: 20,
rightValue: m_graphyMode.intValue == 0 ? 300 : 128
);
}
m_ramTextUpdateRate.intValue = EditorGUILayout.IntSlider
(
new GUIContent
(
text: "Text update rate",
tooltip: "Defines the amount times the text is updated in 1 second."
),
m_ramTextUpdateRate.intValue,
leftValue: 1,
rightValue: 60
);
}
#endregion
GUILayout.Space( 20 );
#region Section -> Audio
m_audioModuleInspectorToggle = EditorGUILayout.Foldout
(
m_audioModuleInspectorToggle,
content: " [ AUDIO ]",
style: GraphyEditorStyle.FoldoutStyle,
toggleOnLabelClick: true
);
GUILayout.Space( 5 );
if( m_audioModuleInspectorToggle )
{
EditorGUILayout.PropertyField
(
m_audioModuleState,
new GUIContent
(
text: "Module state",
tooltip: "FULL -> Text + Graph \nTEXT -> Just text \nOFF -> Turned off"
)
);
GUILayout.Space( 5 );
EditorGUILayout.PropertyField
(
m_findAudioListenerInCameraIfNull,
new GUIContent
(
text: "Find audio listener",
tooltip:
"Tries to find the AudioListener in the Main camera in the scene. (if AudioListener is null)"
)
);
EditorGUILayout.PropertyField
(
m_audioListener,
new GUIContent
(
text: "Audio Listener",
tooltip:
"Graphy will take the data from this Listener. If none are specified, it will try to get it from the Main Camera in the scene."
)
);
if( m_audioModuleState.intValue == 0 )
{
m_audioGraphColor.colorValue = EditorGUILayout.ColorField
(
label: "Graph color",
value: m_audioGraphColor.colorValue
);
m_audioGraphResolution.intValue = EditorGUILayout.IntSlider
(
new GUIContent
(
text: "Graph resolution",
tooltip: "Defines the amount of points that are in the graph."
),
m_audioGraphResolution.intValue,
leftValue: 20,
rightValue: m_graphyMode.intValue == 0 ? 300 : 128
);
// Forces the value to be a multiple of 3, this way the audio graph is painted correctly
if( m_audioGraphResolution.intValue % 3 != 0 && m_audioGraphResolution.intValue < 300 )
{
m_audioGraphResolution.intValue += 3 - m_audioGraphResolution.intValue % 3;
}
//TODO: Figure out why a static version of the ForceMultipleOf3 isnt used.
}
EditorGUILayout.PropertyField
(
m_FFTWindow,
new GUIContent
(
text: "FFT Window",
tooltip:
"Used to reduce leakage between frequency bins/bands. Note, the more complex window type, the better the quality, but reduced speed. \n\nSimplest is rectangular. Most complex is BlackmanHarris"
)
);
m_spectrumSize.intValue = EditorGUILayout.IntSlider
(
new GUIContent
(
text: "Spectrum size",
tooltip:
"Has to be a power of 2 between 128-8192. The higher sample rate, the less precision but also more impact on performance. Careful with mobile devices"
),
m_spectrumSize.intValue,
leftValue: 128,
rightValue: 8192
);
int closestSpectrumIndex = 0;
int minDistanceToSpectrumValue = 100000;
for( int i = 0; i < m_spectrumSizeValues.Length; i++ )
{
int newDistance = Mathf.Abs
(
value: m_spectrumSize.intValue - m_spectrumSizeValues[ i ]
);
if( newDistance < minDistanceToSpectrumValue )
{
minDistanceToSpectrumValue = newDistance;
closestSpectrumIndex = i;
}
}
m_spectrumSize.intValue = m_spectrumSizeValues[ closestSpectrumIndex ];
m_audioTextUpdateRate.intValue = EditorGUILayout.IntSlider
(
new GUIContent
(
text: "Text update rate",
tooltip: "Defines the amount times the text is updated in 1 second"
),
m_audioTextUpdateRate.intValue,
leftValue: 1,
rightValue: 60
);
}
#endregion
GUILayout.Space( 20 );
#region Section -> Advanced Settings
m_advancedModuleInspectorToggle = EditorGUILayout.Foldout
(
m_advancedModuleInspectorToggle,
content: " [ ADVANCED DATA ]",
style: GraphyEditorStyle.FoldoutStyle,
toggleOnLabelClick: true
);
GUILayout.Space( 5 );
if( m_advancedModuleInspectorToggle )
{
EditorGUILayout.PropertyField( m_advancedModulePosition );
EditorGUILayout.PropertyField
(
m_advancedModuleOffset,
new GUIContent
(
text: "Advanced modules offset",
tooltip: "Defines how far from the corner the module will be located."
)
);
EditorGUILayout.PropertyField
(
m_advancedModuleState,
new GUIContent
(
text: "Module state",
tooltip: "FULL -> Text \nOFF -> Turned off"
)
);
}
#endregion;
EditorGUIUtility.labelWidth = defaultLabelWidth;
EditorGUIUtility.fieldWidth = defaultFieldWidth;
serializedObject.ApplyModifiedProperties();
}
#endregion
#region Methods -> Private
#endregion
}
}

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@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: f01a5c28e5127404da343db2a7409c10
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,66 @@
/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 20-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 UnityEditor;
using UnityEngine;
namespace Tayx.Graphy
{
public class GraphyMenuItem
{
[MenuItem( "Tools/Graphy/Create Prefab Variant" )]
static void CreatePrefabVariant()
{
// Directory checking
if( !AssetDatabase.IsValidFolder( "Assets/Graphy - Ultimate Stats Monitor" ) )
{
AssetDatabase.CreateFolder( "Assets", "Graphy - Ultimate Stats Monitor" );
}
if( !AssetDatabase.IsValidFolder( "Assets/Graphy - Ultimate Stats Monitor/Prefab Variants" ) )
{
AssetDatabase.CreateFolder( "Assets/Graphy - Ultimate Stats Monitor", "Prefab Variants" );
}
string graphyPrefabGuid = AssetDatabase.FindAssets( "[Graphy]" )[ 0 ];
Object originalPrefab =
(GameObject) AssetDatabase.LoadAssetAtPath( AssetDatabase.GUIDToAssetPath( graphyPrefabGuid ),
typeof( GameObject ) );
GameObject objectSource = PrefabUtility.InstantiatePrefab( originalPrefab ) as GameObject;
int prefabVariantCount =
AssetDatabase.FindAssets( "Graphy_Variant",
new[] { "Assets/Graphy - Ultimate Stats Monitor/Prefab Variants" } ).Length;
GameObject prefabVariant = PrefabUtility.SaveAsPrefabAsset( objectSource,
$"Assets/Graphy - Ultimate Stats Monitor/Prefab Variants/Graphy_Variant_{prefabVariantCount}.prefab" );
Object.DestroyImmediate( objectSource );
foreach( SceneView scene in SceneView.sceneViews )
{
scene.ShowNotification(
new GUIContent( "Prefab Variant Created at \"Assets/Graphy - Ultimate Stats Monitor/Prefab\"!" ) );
}
}
[MenuItem( "Tools/Graphy/Import Graphy Customization Scene" )]
static void ImportGraphyCustomizationScene()
{
string customizationSceneGuid = AssetDatabase.FindAssets( "Graphy_CustomizationScene" )[ 0 ];
AssetDatabase.ImportPackage( AssetDatabase.GUIDToAssetPath( customizationSceneGuid ), true );
}
}
}

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@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 68962e071a0ce0549a853f10c6af3f54
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,23 @@
{
"name": "Tayx.Graphy.Editor",
"references": [
"GUID:18e5109d897e1b244ab2dfeaf5482c7b"
],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [
{
"name": "com.unity.inputsystem",
"expression": "",
"define": "GRAPHY_NEW_INPUT"
}
],
"noEngineReferences": false
}

View File

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 9c59a049deefdf64bbbaa730a340bb3f
AssemblyDefinitionImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 3ac48df14c942a247a9e31f953e82768
folderAsset: yes
timeCreated: 1511635919
licenseType: Store
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

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fileFormatVersion: 2
guid: 2b891f35198da7642a30fd430ae0d619
folderAsset: yes
timeCreated: 1516718193
licenseType: Store
DefaultImporter:
userData:
assetBundleName:
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View File

@ -0,0 +1,18 @@
Eric Tirado - NORTHWEST - BOLD, ROUGH - BETA
Version 0.6 2016
________________________________________________________________________________________
This font demo is free for personal and commercial use.
DonÕt resell, donÕt rename, share it with this txt file. Easy.
Sign up at tira.do/nw to get a good deal on our final release (coming soon) and be in the loop for more awesomeness!
________________________________________________________________________________________
fonts@erictirado.com
Eric Tirado © 2016 - All Rights Reserved
_______________________________________________________________________________________
_______________________________________________________________________________________

View File

@ -0,0 +1,10 @@
fileFormatVersion: 2
guid: 67bbd8c5103323b4688fcfa3abe68927
labels:
- font
timeCreated: 1516718196
licenseType: Store
TextScriptImporter:
userData:
assetBundleName:
assetBundleVariant:

View File

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fileFormatVersion: 2
guid: d523cde1d178d7c4ca6bb724b9d5213e
labels:
- font
timeCreated: 1516718196
licenseType: Store
TrueTypeFontImporter:
serializedVersion: 4
fontSize: 16
forceTextureCase: -2
characterSpacing: 0
characterPadding: 1
includeFontData: 1
fontNames:
- NORTHWEST
fallbackFontReferences: []
customCharacters:
fontRenderingMode: 0
ascentCalculationMode: 1
userData:
assetBundleName:
assetBundleVariant:

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fileFormatVersion: 2
guid: 37f53a7f00580aa4fa7797d9308063e7
folderAsset: yes
timeCreated: 1515073036
licenseType: Store
DefaultImporter:
userData:
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View File

@ -0,0 +1,202 @@
Apache License
Version 2.0, January 2004
http://www.apache.org/licenses/
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
1. Definitions.
"License" shall mean the terms and conditions for use, reproduction,
and distribution as defined by Sections 1 through 9 of this document.
"Licensor" shall mean the copyright owner or entity authorized by
the copyright owner that is granting the License.
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other entities that control, are controlled by, or are under common
control with that entity. For the purposes of this definition,
"control" means (i) the power, direct or indirect, to cause the
direction or management of such entity, whether by contract or
otherwise, or (ii) ownership of fifty percent (50%) or more of the
outstanding shares, or (iii) beneficial ownership of such entity.
"You" (or "Your") shall mean an individual or Legal Entity
exercising permissions granted by this License.
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including but not limited to software source code, documentation
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not limited to compiled object code, generated documentation,
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"Work" shall mean the work of authorship, whether in Source or
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(an example is provided in the Appendix below).
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of this License, Derivative Works shall not include works that remain
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"Contribution" shall mean any work of authorship, including
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MIT License
Copyright (c) 2018 Martín Pane
Permission is hereby granted, free of charge, to any person obtaining a copy
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# Graphy - Ultimate FPS Counter - Stats Monitor & Debugger (Unity)
[![openupm](https://img.shields.io/npm/v/com.tayx.graphy?label=openupm&registry_uri=https://package.openupm.com)](https://openupm.com/packages/com.tayx.graphy/)
[![License: MIT](https://img.shields.io/badge/License-MIT-brightgreen.svg)](https://github.com/Tayx94/graphy/blob/master/LICENSE)
[![Unity 2019.4+](https://img.shields.io/badge/unity-2019.4%2B-blue.svg)](https://unity3d.com/get-unity/download)
[![Open Issues](https://img.shields.io/github/issues-raw/tayx94/graphy)](https://github.com/Tayx94/graphy/issues)
[![Downloads](https://img.shields.io/github/downloads/tayx94/graphy/total)](https://github.com/Tayx94/graphy/releases)
[![Contributors](https://img.shields.io/github/contributors/tayx94/graphy)](https://github.com/Tayx94/graphy/graphs/contributors)
[![Stars](https://img.shields.io/github/stars/Tayx94/graphy)](https://github.com/Tayx94/graphy)
[![Forks](https://img.shields.io/github/forks/Tayx94/graphy)](https://github.com/Tayx94/graphy)
[![Chat Discord](https://img.shields.io/discord/406037880314789889)](https://discord.gg/2KgNEHK?)
[![Twitter](https://img.shields.io/twitter/follow/martintayx?label=Follow&style=social)](http://twitter.com/intent/user?screen_name=martinTayx)
**Links:** [Discord](https://discord.gg/2KgNEHK?) | [Mail](mailto:martintayx@gmail.com) | [Twitter](http://twitter.com/intent/user?screen_name=martinTayx) | [Asset store](https://assetstore.unity.com/packages/tools/gui/graphy-ultimate-stats-monitor-debugger-105778) | [Forum post](https://forum.unity.com/threads/graphy-ultimate-stats-monitor-debugger-released.517387/) | [Donations](https://www.paypal.me/MartinPaneUK)
**WINNER** of the **BEST DEVELOPMENT ASSET** in the **Unity Awards 2018**.
![Graphy Image](https://image.ibb.co/dbcDu8/2018_07_15_15_10_05.gif)
Graphy is the ultimate, easy to use, feature packed FPS Counter, stats monitor and debugger for your Unity project.
**Main Features:**
- Graph & Text:
- FPS
- Memory
- Audio
- Advanced device information
- Debugging tools
With this tool you will be able to visualize and catch when your game has some unexpected hiccup or stutter, and act accordingly!
The debugger allows you to set one or more conditions, that if met will have the consequences you desire, such as taking a screenshot, pausing the editor, printing a message to the console and more! Even call a method from your own code if you want!
**Additional features:**
- Customizable look and feel
- Multiple layouts
- Custom Inspector
- Hotkeys
- Easy to use API (accessible from code)
- Works on multiple platforms
- Background Mode
- Works from Unity 5.4 and up!
- Well documented C# and Shader code included
**Links:**
- [Asset store](https://assetstore.unity.com/packages/tools/gui/graphy-ultimate-stats-monitor-debugger-105778)
- [Forum post](https://forum.unity.com/threads/graphy-ultimate-stats-monitor-debugger-released.517387/)
- [Video Teaser](https://youtu.be/2X3vXxLANk0)
**Contact:**
- [Mail](martintayx@gmail.com)
- [Twitter](https://twitter.com/martinTayx)
- [Discord](https://discord.gg/2KgNEHK?)
## Installation
1. The package is available on the [openupm registry](https://openupm.com). You can install it via [openupm-cli](https://github.com/openupm/openupm-cli).
```
openupm add com.tayx.graphy
```
2. You can also install via git url by adding this entry in your **manifest.json**
```
{
"dependencies": {
...
"com.tayx.graphy": "https://github.com/Tayx94/graphy.git",
...
}
}
```
3. You can also download it from the [Asset Store](https://assetstore.unity.com/packages/tools/gui/graphy-ultimate-stats-monitor-debugger-105778)
4. Click here for old version that supports Unity 5.4+:
[![Unity 5.4+](https://img.shields.io/badge/unity-5.4%2B-blue.svg)](https://github.com/Tayx94/graphy/releases/tag/v1.6.0-Unity5.4)
## Development of Graphy
Maintainer and main developer: **Martín Pane** [![Twitter](https://img.shields.io/twitter/follow/martintayx?label=Follow&style=social)](http://twitter.com/intent/user?screen_name=martinTayx)
Graphy is **FREE** to use, but if it helped you and you want to contribute to its development, feel free to leave a donation!
- [Donation Link](https://www.paypal.me/MartinPaneUK)
### Contributing
Let's make Graphy the go-to for stats monitoring in Unity!
I would really appreciate any contributions! Below you can find a roadmap for future planned features and optimisations that you might be able to help out with. If you want to make a big pull request, please do it on the "dev" branch.
Create a GitHub issue if you want to start a discussion or request a feature, and please label appropriately.
You can also join the [Discord](https://discord.gg/2KgNEHK?) for active discussions with other members of the community.
### Roadmap
**Planned features (No ETA):**
- Add GfxDriver stats to the RAM module.
- Scale Canvas (GetComponent<Canvas>().scaleFactor *= multiplier;) -> If it changes, set again.
- Make a template for a graph + text module so people can create their own easily.
- Allow storing FPS for a predetermined time to allow benchmarks.
- Dump all Graphy Data as a string to:
- File.
- Send to server.
- Send mail.
- Add a preprocessor key #GRAPHY to avoid adding the asset in builds.
## License
Graphy is released under the [MIT license](https://github.com/Tayx94/graphy/blob/master/LICENSE). Although I don't require attribution, I would love to know if you decide to use it in a project! Let me know on [Twitter](https://twitter.com/martinTayx) or by [email](martintayx@gmail.com).

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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: 05-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 UnityEngine;
using UnityEngine.UI;
#if GRAPHY_XR
using UnityEngine.XR;
#endif
using System.Collections.Generic;
using System.Text;
using Tayx.Graphy.UI;
using Tayx.Graphy.Utils;
using Tayx.Graphy.Utils.NumString;
namespace Tayx.Graphy.Advanced
{
public class G_AdvancedData : MonoBehaviour, IMovable, IModifiableState
{
#region Variables -> Serialized Private
[SerializeField] private List<Image> m_backgroundImages = new List<Image>();
[SerializeField] private Text m_graphicsDeviceVersionText = null;
[SerializeField] private Text m_processorTypeText = null;
[SerializeField] private Text m_operatingSystemText = null;
[SerializeField] private Text m_systemMemoryText = null;
[SerializeField] private Text m_graphicsDeviceNameText = null;
[SerializeField] private Text m_graphicsMemorySizeText = null;
[SerializeField] private Text m_screenResolutionText = null;
[SerializeField] private Text m_gameWindowResolutionText = null;
[SerializeField] private Text m_gameVRResolutionText = null;
#if GRAPHY_XR
private readonly List<XRDisplaySubsystem> m_displaySubsystems = new List<XRDisplaySubsystem>();
#endif
[Range( 1, 60 )] [SerializeField] private float m_updateRate = 1f; // 1 update per sec.
#endregion
#region Variables -> Private
private GraphyManager m_graphyManager = null;
private RectTransform m_rectTransform = null;
private Vector2 m_origPosition = Vector2.zero;
private float m_deltaTime = 0.0f;
private StringBuilder m_sb = null;
private GraphyManager.ModuleState m_previousModuleState = GraphyManager.ModuleState.FULL;
private GraphyManager.ModuleState m_currentModuleState = GraphyManager.ModuleState.FULL;
private readonly string[] m_windowStrings =
{
"Window: ",
"x",
"@",
"Hz",
"[",
"dpi]"
};
private readonly string[] m_vrStrings =
{
"VR: (",
"*2)x",
"@",
"Hz"
};
#endregion
#region Methods -> Unity Callbacks
private void Awake()
{
Init();
}
private void Update()
{
m_deltaTime += Time.unscaledDeltaTime;
if( m_deltaTime > 1f / m_updateRate )
{
// Update screen window resolution
m_sb.Length = 0;
m_sb.Append( m_windowStrings[ 0 ] ).Append( Screen.width.ToStringNonAlloc() )
.Append( m_windowStrings[ 1 ] ).Append( Screen.height.ToStringNonAlloc() )
.Append( m_windowStrings[ 2 ] ).Append(
#if UNITY_2022_2_OR_NEWER
((int)Screen.currentResolution.refreshRateRatio.value).ToStringNonAlloc()
#else
Screen.currentResolution.refreshRate.ToStringNonAlloc()
#endif
)
.Append( m_windowStrings[ 3 ] )
.Append( m_windowStrings[ 4 ] ).Append( ((int) Screen.dpi).ToStringNonAlloc() )
.Append( m_windowStrings[ 5 ] );
m_gameWindowResolutionText.text = m_sb.ToString();
#if GRAPHY_XR
// If XR enabled, update screen XR resolution
if( XRSettings.enabled )
{
m_sb.Length = 0;
#if UNITY_2020_2_OR_NEWER
SubsystemManager.GetSubsystems( m_displaySubsystems );
#else
SubsystemManager.GetInstances( m_displaySubsystems );
#endif
float refreshRate = -1;
if( m_displaySubsystems.Count > 0 )
{
m_displaySubsystems[ 0 ].TryGetDisplayRefreshRate( out refreshRate );
}
m_sb.Append( m_vrStrings[ 0 ] ).Append( XRSettings.eyeTextureWidth.ToStringNonAlloc() )
.Append( m_vrStrings[ 1 ] ).Append( XRSettings.eyeTextureHeight.ToStringNonAlloc() )
.Append( m_vrStrings[ 2 ] ).Append( Mathf.RoundToInt( refreshRate ).ToStringNonAlloc() )
.Append( m_vrStrings[ 3 ] );
m_gameVRResolutionText.text = m_sb.ToString();
}
#endif
// Reset variables
m_deltaTime = 0f;
}
}
#endregion
#region Methods -> Public
public void SetPosition( GraphyManager.ModulePosition newModulePosition, Vector2 offset )
{
if ( newModulePosition == GraphyManager.ModulePosition.FREE )
return;
m_rectTransform.anchoredPosition = m_origPosition;
float xSideOffset = Mathf.Abs( m_rectTransform.anchoredPosition.x ) + offset.x;
float ySideOffset = Mathf.Abs( m_rectTransform.anchoredPosition.y ) + offset.y;
switch( newModulePosition )
{
case GraphyManager.ModulePosition.TOP_LEFT:
m_rectTransform.anchorMax = Vector2.up;
m_rectTransform.anchorMin = Vector2.up;
m_rectTransform.anchoredPosition = new Vector2( xSideOffset, -ySideOffset );
break;
case GraphyManager.ModulePosition.TOP_RIGHT:
m_rectTransform.anchorMax = Vector2.one;
m_rectTransform.anchorMin = Vector2.one;
m_rectTransform.anchoredPosition = new Vector2( -xSideOffset, -ySideOffset );
break;
case GraphyManager.ModulePosition.BOTTOM_LEFT:
m_rectTransform.anchorMax = Vector2.zero;
m_rectTransform.anchorMin = Vector2.zero;
m_rectTransform.anchoredPosition = new Vector2( xSideOffset, ySideOffset );
break;
case GraphyManager.ModulePosition.BOTTOM_RIGHT:
m_rectTransform.anchorMax = Vector2.right;
m_rectTransform.anchorMin = Vector2.right;
m_rectTransform.anchoredPosition = new Vector2( -xSideOffset, ySideOffset );
break;
}
switch( newModulePosition )
{
case GraphyManager.ModulePosition.TOP_LEFT:
case GraphyManager.ModulePosition.BOTTOM_LEFT:
m_processorTypeText.alignment = TextAnchor.UpperLeft;
m_systemMemoryText.alignment = TextAnchor.UpperLeft;
m_graphicsDeviceNameText.alignment = TextAnchor.UpperLeft;
m_graphicsDeviceVersionText.alignment = TextAnchor.UpperLeft;
m_graphicsMemorySizeText.alignment = TextAnchor.UpperLeft;
m_screenResolutionText.alignment = TextAnchor.UpperLeft;
m_gameWindowResolutionText.alignment = TextAnchor.UpperLeft;
m_gameVRResolutionText.alignment = TextAnchor.UpperLeft;
m_operatingSystemText.alignment = TextAnchor.UpperLeft;
break;
case GraphyManager.ModulePosition.TOP_RIGHT:
case GraphyManager.ModulePosition.BOTTOM_RIGHT:
m_processorTypeText.alignment = TextAnchor.UpperRight;
m_systemMemoryText.alignment = TextAnchor.UpperRight;
m_graphicsDeviceNameText.alignment = TextAnchor.UpperRight;
m_graphicsDeviceVersionText.alignment = TextAnchor.UpperRight;
m_graphicsMemorySizeText.alignment = TextAnchor.UpperRight;
m_screenResolutionText.alignment = TextAnchor.UpperRight;
m_gameWindowResolutionText.alignment = TextAnchor.UpperRight;
m_gameVRResolutionText.alignment = TextAnchor.UpperRight;
m_operatingSystemText.alignment = TextAnchor.UpperRight;
break;
}
}
public void SetState( GraphyManager.ModuleState state, bool silentUpdate = false )
{
if( !silentUpdate )
{
m_previousModuleState = m_currentModuleState;
}
m_currentModuleState = state;
bool active = state == GraphyManager.ModuleState.FULL
|| state == GraphyManager.ModuleState.TEXT
|| state == GraphyManager.ModuleState.BASIC;
gameObject.SetActive( active );
m_backgroundImages.SetAllActive( active && m_graphyManager.Background );
}
/// <summary>
/// Restores state to the previous one.
/// </summary>
public void RestorePreviousState()
{
SetState( m_previousModuleState );
}
public void UpdateParameters()
{
foreach( var image in m_backgroundImages )
{
image.color = m_graphyManager.BackgroundColor;
}
SetPosition( m_graphyManager.AdvancedModulePosition, Vector2.zero );
SetState( m_graphyManager.AdvancedModuleState );
}
public void RefreshParameters()
{
foreach( var image in m_backgroundImages )
{
image.color = m_graphyManager.BackgroundColor;
}
SetPosition( m_graphyManager.AdvancedModulePosition, Vector2.zero );
SetState( m_currentModuleState, true );
}
#endregion
#region Methods -> Private
private void Init()
{
G_IntString.Init( 0, 7680 );
m_graphyManager = transform.root.GetComponentInChildren<GraphyManager>();
m_sb = new StringBuilder();
m_rectTransform = GetComponent<RectTransform>();
m_processorTypeText.text
= "CPU: "
+ SystemInfo.processorType
+ " ["
+ SystemInfo.processorCount
+ " cores]";
m_systemMemoryText.text
= "RAM: "
+ SystemInfo.systemMemorySize
+ " MB";
m_graphicsDeviceVersionText.text
= "Graphics API: "
+ SystemInfo.graphicsDeviceVersion;
m_graphicsDeviceNameText.text
= "GPU: "
+ SystemInfo.graphicsDeviceName;
m_graphicsMemorySizeText.text
= "VRAM: "
+ SystemInfo.graphicsMemorySize
+ "MB. Max texture size: "
+ SystemInfo.maxTextureSize
+ "px. Shader level: "
+ SystemInfo.graphicsShaderLevel;
Resolution res = Screen.currentResolution;
m_screenResolutionText.text
= "Screen: "
+ res.width
+ "x"
+ res.height
+ "@"
#if UNITY_2022_2_OR_NEWER
+ ((int)Screen.currentResolution.refreshRateRatio.value).ToStringNonAlloc()
#else
+ res.refreshRate
#endif
+ "Hz";
m_operatingSystemText.text
= "OS: "
+ SystemInfo.operatingSystem
+ " ["
+ SystemInfo.deviceType
+ "]";
m_gameVRResolutionText.text = "VR: Not active";
float preferredWidth = 0;
// Resize the background overlay
List<Text> texts = new List<Text>()
{
m_graphicsDeviceVersionText,
m_processorTypeText,
m_systemMemoryText,
m_graphicsDeviceNameText,
m_graphicsMemorySizeText,
m_screenResolutionText,
m_gameWindowResolutionText,
m_gameVRResolutionText,
m_operatingSystemText
};
foreach( var text in texts )
{
if( text.preferredWidth > preferredWidth )
{
preferredWidth = text.preferredWidth;
}
}
m_rectTransform.SetSizeWithCurrentAnchors
(
axis: RectTransform.Axis.Horizontal,
size: preferredWidth + 25
);
m_rectTransform.anchoredPosition = new Vector2
(
x: m_rectTransform.anchoredPosition.x - m_rectTransform.rect.width / 2
+ m_rectTransform.rect.width / 2 * Mathf.Sign( m_rectTransform.anchoredPosition.x ),
y: m_rectTransform.anchoredPosition.y
);
m_origPosition = m_rectTransform.anchoredPosition;
UpdateParameters();
}
#endregion
}
}

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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.Audio
{
public class G_AudioGraph : G_Graph
{
#region Variables -> Serialized Private
[SerializeField] private Image m_imageGraph = null;
[SerializeField] private Image m_imageGraphHighestValues = null;
[SerializeField] private Shader ShaderFull = null;
[SerializeField] private Shader ShaderLight = null;
[SerializeField] private bool m_isInitialized = false;
#endregion
#region Variables -> Private
private GraphyManager m_graphyManager = null;
private G_AudioMonitor m_audioMonitor = null;
private int m_resolution = 40;
private G_GraphShader m_shaderGraph = null;
private G_GraphShader m_shaderGraphHighestValues = null;
private float[] m_graphArray;
private float[] m_graphArrayHighestValue;
#endregion
#region Methods -> Unity Callbacks
private void OnEnable()
{
/* ----- NOTE: ----------------------------
* We used to Init() here regardless of
* whether this module was enabled.
* The reason we don't Init() here
* anymore is that some users are on
* platforms that do not support the arrays
* in the Shaders.
*
* See: https://github.com/Tayx94/graphy/issues/17
*
* Even though we don't Init() competely
* here anymore, we still need
* m_audioMonitor for in Update()
* --------------------------------------*/
m_audioMonitor = GetComponent<G_AudioMonitor>();
}
private void Update()
{
if( m_audioMonitor.SpectrumDataAvailable )
{
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 );
m_shaderGraphHighestValues.ArrayMaxSize = G_GraphShader.ArrayMaxSizeFull;
m_shaderGraphHighestValues.Image.material = new Material( ShaderFull );
break;
case GraphyManager.Mode.LIGHT:
m_shaderGraph.ArrayMaxSize = G_GraphShader.ArrayMaxSizeLight;
m_shaderGraph.Image.material = new Material( ShaderLight );
m_shaderGraphHighestValues.ArrayMaxSize = G_GraphShader.ArrayMaxSizeLight;
m_shaderGraphHighestValues.Image.material = new Material( ShaderLight );
break;
}
m_shaderGraph.InitializeShader();
m_shaderGraphHighestValues.InitializeShader();
m_resolution = m_graphyManager.AudioGraphResolution;
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();
}
int incrementPerIteration = Mathf.FloorToInt( m_audioMonitor.Spectrum.Length / (float) m_resolution );
// Current values -------------------------
for( int i = 0; i <= m_resolution - 1; i++ )
{
float currentValue = 0;
for( int j = 0; j < incrementPerIteration; j++ )
{
currentValue += m_audioMonitor.Spectrum[ i * incrementPerIteration + j ];
}
// Uses 3 values for each bar to accomplish that look
if( (i + 1) % 3 == 0 && i > 1 )
{
float value =
(
m_audioMonitor.dBNormalized( m_audioMonitor.lin2dB( currentValue / incrementPerIteration ) )
+ m_graphArray[ i - 1 ]
+ m_graphArray[ i - 2 ]
) / 3;
m_graphArray[ i ] = value;
m_graphArray[ i - 1 ] = value;
m_graphArray[ i - 2 ] =
-1; // Always set the third one to -1 to leave gaps in the graph and improve readability
}
else
{
m_graphArray[ i ] =
m_audioMonitor.dBNormalized( m_audioMonitor.lin2dB( currentValue / incrementPerIteration ) );
}
}
for( int i = 0; i <= m_resolution - 1; i++ )
{
m_shaderGraph.ShaderArrayValues[ i ] = m_graphArray[ i ];
}
m_shaderGraph.UpdatePoints();
// Highest values -------------------------
for( int i = 0; i <= m_resolution - 1; i++ )
{
float currentValue = 0;
for( int j = 0; j < incrementPerIteration; j++ )
{
currentValue += m_audioMonitor.SpectrumHighestValues[ i * incrementPerIteration + j ];
}
// Uses 3 values for each bar to accomplish that look
if( (i + 1) % 3 == 0 && i > 1 )
{
float value =
(
m_audioMonitor.dBNormalized( m_audioMonitor.lin2dB( currentValue / incrementPerIteration ) )
+ m_graphArrayHighestValue[ i - 1 ]
+ m_graphArrayHighestValue[ i - 2 ]
) / 3;
m_graphArrayHighestValue[ i ] = value;
m_graphArrayHighestValue[ i - 1 ] = value;
m_graphArrayHighestValue[ i - 2 ] =
-1; // Always set the third one to -1 to leave gaps in the graph and improve readability
}
else
{
m_graphArrayHighestValue[ i ] =
m_audioMonitor.dBNormalized( m_audioMonitor.lin2dB( currentValue / incrementPerIteration ) );
}
}
for( int i = 0; i <= m_resolution - 1; i++ )
{
m_shaderGraphHighestValues.ShaderArrayValues[ i ] = m_graphArrayHighestValue[ i ];
}
m_shaderGraphHighestValues.UpdatePoints();
}
protected override void CreatePoints()
{
// Init Arrays
if( m_shaderGraph.ShaderArrayValues == null || m_shaderGraph.ShaderArrayValues.Length != m_resolution )
{
m_graphArray = new float[m_resolution];
m_graphArrayHighestValue = new float[m_resolution];
m_shaderGraph.ShaderArrayValues = new float[m_resolution];
m_shaderGraphHighestValues.ShaderArrayValues = new float[m_resolution];
}
for( int i = 0; i < m_resolution; i++ )
{
m_shaderGraph.ShaderArrayValues[ i ] = 0;
m_shaderGraphHighestValues.ShaderArrayValues[ i ] = 0;
}
// Color
m_shaderGraph.GoodColor = m_graphyManager.AudioGraphColor;
m_shaderGraph.CautionColor = m_graphyManager.AudioGraphColor;
m_shaderGraph.CriticalColor = m_graphyManager.AudioGraphColor;
m_shaderGraph.UpdateColors();
m_shaderGraphHighestValues.GoodColor = m_graphyManager.AudioGraphColor;
m_shaderGraphHighestValues.CautionColor = m_graphyManager.AudioGraphColor;
m_shaderGraphHighestValues.CriticalColor = m_graphyManager.AudioGraphColor;
m_shaderGraphHighestValues.UpdateColors();
// Threshold
m_shaderGraph.GoodThreshold = 0;
m_shaderGraph.CautionThreshold = 0;
m_shaderGraph.UpdateThresholds();
m_shaderGraphHighestValues.GoodThreshold = 0;
m_shaderGraphHighestValues.CautionThreshold = 0;
m_shaderGraphHighestValues.UpdateThresholds();
// Update Array
m_shaderGraph.UpdateArrayValuesLength();
m_shaderGraphHighestValues.UpdateArrayValuesLength();
// Average
m_shaderGraph.Average = 0;
m_shaderGraph.UpdateAverage();
m_shaderGraphHighestValues.Average = 0;
m_shaderGraphHighestValues.UpdateAverage();
}
#endregion
#region Methods -> Private
private void Init()
{
m_graphyManager = transform.root.GetComponentInChildren<GraphyManager>();
m_audioMonitor = GetComponent<G_AudioMonitor>();
m_shaderGraph = new G_GraphShader
{
Image = m_imageGraph
};
m_shaderGraphHighestValues = new G_GraphShader
{
Image = m_imageGraphHighestValues
};
UpdateParameters();
m_isInitialized = true;
}
#endregion
}
}

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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: 03-Jan-18
* 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 System.Collections.Generic;
using Tayx.Graphy.UI;
using Tayx.Graphy.Utils;
namespace Tayx.Graphy.Audio
{
public class G_AudioManager : MonoBehaviour, IMovable, IModifiableState
{
#region Variables -> Serialized Private
[SerializeField] private GameObject m_audioGraphGameObject = null;
[SerializeField] private Text m_audioDbText = null;
[SerializeField] private List<Image> m_backgroundImages = new List<Image>();
#endregion
#region Variables -> Private
private GraphyManager m_graphyManager = null;
private G_AudioGraph m_audioGraph = null;
private G_AudioMonitor m_audioMonitor = null;
private G_AudioText m_audioText = null;
private RectTransform m_rectTransform = null;
private Vector2 m_origPosition = Vector2.zero;
private List<GameObject> m_childrenGameObjects = new List<GameObject>();
private GraphyManager.ModuleState m_previousModuleState = GraphyManager.ModuleState.FULL;
private GraphyManager.ModuleState m_currentModuleState = GraphyManager.ModuleState.FULL;
#endregion
#region Methods -> Unity Callbacks
private void Awake()
{
Init();
}
private void Start()
{
UpdateParameters();
}
#endregion
#region Methods -> Public
public void SetPosition( GraphyManager.ModulePosition newModulePosition, Vector2 offset )
{
if ( newModulePosition == GraphyManager.ModulePosition.FREE )
return;
m_rectTransform.anchoredPosition = m_origPosition;
float xSideOffset = Mathf.Abs( m_rectTransform.anchoredPosition.x ) + offset.x;
float ySideOffset = Mathf.Abs( m_rectTransform.anchoredPosition.y ) + offset.y;
m_audioDbText.alignment = TextAnchor.UpperRight;
switch( newModulePosition )
{
case GraphyManager.ModulePosition.TOP_LEFT:
m_rectTransform.anchorMax = Vector2.up;
m_rectTransform.anchorMin = Vector2.up;
m_rectTransform.anchoredPosition = new Vector2( xSideOffset, -ySideOffset );
break;
case GraphyManager.ModulePosition.TOP_RIGHT:
m_rectTransform.anchorMax = Vector2.one;
m_rectTransform.anchorMin = Vector2.one;
m_rectTransform.anchoredPosition = new Vector2( -xSideOffset, -ySideOffset );
break;
case GraphyManager.ModulePosition.BOTTOM_LEFT:
m_rectTransform.anchorMax = Vector2.zero;
m_rectTransform.anchorMin = Vector2.zero;
m_rectTransform.anchoredPosition = new Vector2( xSideOffset, ySideOffset );
break;
case GraphyManager.ModulePosition.BOTTOM_RIGHT:
m_rectTransform.anchorMax = Vector2.right;
m_rectTransform.anchorMin = Vector2.right;
m_rectTransform.anchoredPosition = new Vector2( -xSideOffset, ySideOffset );
break;
}
}
public void SetState( GraphyManager.ModuleState state, bool silentUpdate = false )
{
if( !silentUpdate )
{
m_previousModuleState = m_currentModuleState;
}
m_currentModuleState = state;
switch( state )
{
case GraphyManager.ModuleState.FULL:
gameObject.SetActive( true );
m_childrenGameObjects.SetAllActive( true );
SetGraphActive( true );
if( m_graphyManager.Background )
{
m_backgroundImages.SetOneActive( 0 );
}
else
{
m_backgroundImages.SetAllActive( false );
}
break;
case GraphyManager.ModuleState.TEXT:
case GraphyManager.ModuleState.BASIC:
gameObject.SetActive( true );
m_childrenGameObjects.SetAllActive( true );
SetGraphActive( false );
if( m_graphyManager.Background )
{
m_backgroundImages.SetOneActive( 1 );
}
else
{
m_backgroundImages.SetAllActive( false );
}
break;
case GraphyManager.ModuleState.BACKGROUND:
gameObject.SetActive( true );
SetGraphActive( false );
m_childrenGameObjects.SetAllActive( false );
m_backgroundImages.SetAllActive( false );
break;
case GraphyManager.ModuleState.OFF:
gameObject.SetActive( false );
break;
}
}
public void RestorePreviousState()
{
SetState( m_previousModuleState );
}
public void UpdateParameters()
{
foreach( var image in m_backgroundImages )
{
image.color = m_graphyManager.BackgroundColor;
}
m_audioGraph.UpdateParameters();
m_audioMonitor.UpdateParameters();
m_audioText.UpdateParameters();
SetState( m_graphyManager.AudioModuleState );
}
public void RefreshParameters()
{
foreach( var image in m_backgroundImages )
{
image.color = m_graphyManager.BackgroundColor;
}
m_audioGraph.UpdateParameters();
m_audioMonitor.UpdateParameters();
m_audioText.UpdateParameters();
SetState( m_currentModuleState, true );
}
#endregion
#region Methods -> Private
private void Init()
{
m_graphyManager = transform.root.GetComponentInChildren<GraphyManager>();
m_rectTransform = GetComponent<RectTransform>();
m_origPosition = m_rectTransform.anchoredPosition;
m_audioGraph = GetComponent<G_AudioGraph>();
m_audioMonitor = GetComponent<G_AudioMonitor>();
m_audioText = GetComponent<G_AudioText>();
foreach( Transform child in transform )
{
if( child.parent == transform )
{
m_childrenGameObjects.Add( child.gameObject );
}
}
}
private void SetGraphActive( bool active )
{
m_audioGraph.enabled = active;
m_audioGraphGameObject.SetActive( active );
}
#endregion
}
}

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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 UnityEngine;
using UnityEngine.SceneManagement;
namespace Tayx.Graphy.Audio
{
/// <summary>
/// Note: this class only works with Unity's AudioListener.
/// If you're using a custom audio engine (like FMOD or WWise) it won't work,
/// although you can always adapt it.
/// </summary>
public class G_AudioMonitor : MonoBehaviour
{
#region Variables -> Private
private const float m_refValue = 1f;
private GraphyManager m_graphyManager = null;
private AudioListener m_audioListener = null;
private GraphyManager.LookForAudioListener m_findAudioListenerInCameraIfNull =
GraphyManager.LookForAudioListener.ON_SCENE_LOAD;
private FFTWindow m_FFTWindow = FFTWindow.Blackman;
private int m_spectrumSize = 512;
#endregion
#region Properties -> Public
/// <summary>
/// Current audio spectrum from the specified AudioListener.
/// </summary>
public float[] Spectrum { get; private set; }
/// <summary>
/// Highest audio spectrum from the specified AudioListener in the last few seconds.
/// </summary>
public float[] SpectrumHighestValues { get; private set; }
/// <summary>
/// Maximum DB registered in the current spectrum.
/// </summary>
public float MaxDB { get; private set; }
/// <summary>
/// Returns true if there is a reference to the audio listener.
/// </summary>
public bool SpectrumDataAvailable => m_audioListener != null;
#endregion
#region Methods -> Unity Callbacks
private void Awake()
{
Init();
}
private void Update()
{
if( m_audioListener != null )
{
// Use this data to calculate the dB value
AudioListener.GetOutputData( Spectrum, 0 );
float sum = 0;
for( int i = 0; i < Spectrum.Length; i++ )
{
sum += Spectrum[ i ] * Spectrum[ i ]; // sum squared samples
}
float rmsValue = Mathf.Sqrt( sum / Spectrum.Length ); // rms = square root of average
MaxDB = 20 * Mathf.Log10( rmsValue / m_refValue ); // calculate dB
if( MaxDB < -80 ) MaxDB = -80; // clamp it to -80dB min
// Use this data to draw the spectrum in the graphs
AudioListener.GetSpectrumData( Spectrum, 0, m_FFTWindow );
for( int i = 0; i < Spectrum.Length; i++ )
{
// Update the highest value if its lower than the current one
if( Spectrum[ i ] > SpectrumHighestValues[ i ] )
{
SpectrumHighestValues[ i ] = Spectrum[ i ];
}
// Slowly lower the value
else
{
SpectrumHighestValues[ i ] = Mathf.Clamp
(
value: SpectrumHighestValues[ i ] - SpectrumHighestValues[ i ] * Time.deltaTime * 2,
min: 0,
max: 1
);
}
}
}
else if( m_audioListener == null
&& m_findAudioListenerInCameraIfNull == GraphyManager.LookForAudioListener.ALWAYS )
{
m_audioListener = FindAudioListener();
}
}
private void OnDestroy()
{
UnityEngine.SceneManagement.SceneManager.sceneLoaded -= OnSceneLoaded;
}
#endregion
#region Methods -> Public
public void UpdateParameters()
{
m_findAudioListenerInCameraIfNull = m_graphyManager.FindAudioListenerInCameraIfNull;
m_audioListener = m_graphyManager.AudioListener;
m_FFTWindow = m_graphyManager.FftWindow;
m_spectrumSize = m_graphyManager.SpectrumSize;
if( m_audioListener == null
&& m_findAudioListenerInCameraIfNull != GraphyManager.LookForAudioListener.NEVER )
{
m_audioListener = FindAudioListener();
}
Spectrum = new float[m_spectrumSize];
SpectrumHighestValues = new float[m_spectrumSize];
}
/// <summary>
/// Converts spectrum values to decibels using logarithms.
/// </summary>
/// <param name="linear"></param>
/// <returns></returns>
public float lin2dB( float linear )
{
return Mathf.Clamp( Mathf.Log10( linear ) * 20.0f, -160.0f, 0.0f );
}
/// <summary>
/// Normalizes a value in decibels between 0-1.
/// </summary>
/// <param name="db"></param>
/// <returns></returns>
public float dBNormalized( float db )
{
return (db + 160f) / 160f;
}
#endregion
#region Methods -> Private
/// <summary>
/// Tries to find an audio listener in the main camera.
/// </summary>
private AudioListener FindAudioListener()
{
Camera mainCamera = Camera.main;
if( mainCamera != null && mainCamera.TryGetComponent( out AudioListener audioListener ) )
{
return audioListener;
}
return null;
}
private void OnSceneLoaded( Scene scene, LoadSceneMode loadSceneMode )
{
if( m_findAudioListenerInCameraIfNull == GraphyManager.LookForAudioListener.ON_SCENE_LOAD )
{
m_audioListener = FindAudioListener();
}
}
private void Init()
{
m_graphyManager = transform.root.GetComponentInChildren<GraphyManager>();
UpdateParameters();
UnityEngine.SceneManagement.SceneManager.sceneLoaded += OnSceneLoaded;
}
#endregion
}
}

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fileFormatVersion: 2
guid: 2216f4eff6a7a8a43b38b180fdd2fd9e
timeCreated: 1513377074
licenseType: Store
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@ -0,0 +1,90 @@
/* ---------------------------------------
* 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 UnityEngine;
using UnityEngine.UI;
using Tayx.Graphy.Utils.NumString;
namespace Tayx.Graphy.Audio
{
public class G_AudioText : MonoBehaviour
{
#region Variables -> Serialized Private
[SerializeField] private Text m_DBText = null;
#endregion
#region Variables -> Private
private GraphyManager m_graphyManager = null;
private G_AudioMonitor m_audioMonitor = null;
private int m_updateRate = 4;
private float m_deltaTimeOffset = 0;
#endregion
#region Methods -> Unity Callbacks
private void Awake()
{
Init();
}
private void Update()
{
if( m_audioMonitor.SpectrumDataAvailable )
{
if( m_deltaTimeOffset > 1f / m_updateRate )
{
m_deltaTimeOffset = 0f;
m_DBText.text = Mathf.Clamp( (int) m_audioMonitor.MaxDB, -80, 0 ).ToStringNonAlloc();
}
else
{
m_deltaTimeOffset += Time.deltaTime;
}
}
}
#endregion
#region Methods -> Public
public void UpdateParameters()
{
m_updateRate = m_graphyManager.AudioTextUpdateRate;
}
#endregion
#region Methods -> Private
private void Init()
{
G_IntString.Init( -80, 0 ); // dB range
m_graphyManager = transform.root.GetComponentInChildren<GraphyManager>();
m_audioMonitor = GetComponent<G_AudioMonitor>();
UpdateParameters();
}
#endregion
}
}

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