/* --------------------------------------- * 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; using Tayx.Graphy.Utils.NumString; namespace Tayx.Graphy.Ram { public class G_RamText : MonoBehaviour { #region Variables -> Serialized Private [SerializeField] private Text m_allocatedSystemMemorySizeText = null; [SerializeField] private Text m_reservedSystemMemorySizeText = null; [SerializeField] private Text m_monoSystemMemorySizeText = null; #endregion #region Variables -> Private private GraphyManager m_graphyManager = null; private G_RamMonitor m_ramMonitor = null; private float m_updateRate = 4f; // 4 updates per sec. private float m_deltaTime = 0.0f; #endregion #region Methods -> Unity Callbacks private void Awake() { Init(); } private void Update() { m_deltaTime += Time.unscaledDeltaTime; if( m_deltaTime > 1f / m_updateRate ) { // Update allocated, mono and reserved memory m_allocatedSystemMemorySizeText.text = ((int) m_ramMonitor.AllocatedRam).ToStringNonAlloc(); m_reservedSystemMemorySizeText.text = ((int) m_ramMonitor.ReservedRam).ToStringNonAlloc(); m_monoSystemMemorySizeText.text = ((int) m_ramMonitor.MonoRam).ToStringNonAlloc(); m_deltaTime = 0f; } } #endregion #region Methods -> Public public void UpdateParameters() { m_allocatedSystemMemorySizeText.color = m_graphyManager.AllocatedRamColor; m_reservedSystemMemorySizeText.color = m_graphyManager.ReservedRamColor; m_monoSystemMemorySizeText.color = m_graphyManager.MonoRamColor; m_updateRate = m_graphyManager.RamTextUpdateRate; } #endregion #region Methods -> Private private void Init() { // We assume no game will consume more than 16GB of RAM. // If it does, who cares about some minuscule garbage allocation lol. G_IntString.Init( 0, 16386 ); m_graphyManager = transform.root.GetComponentInChildren(); m_ramMonitor = GetComponent(); UpdateParameters(); } #endregion } }