/* --------------------------------------- * Author: Martin Pane (martintayx@gmail.com) (@martinTayx) * Contributors: https://github.com/Tayx94/graphy/graphs/contributors * Project: Graphy - Ultimate Stats Monitor * Date: 22-Nov-17 * Studio: Tayx * * Git repo: https://github.com/Tayx94/graphy * * This project is released under the MIT license. * Attribution is not required, but it is always welcomed! * -------------------------------------*/ using UnityEngine; using UnityEngine.UI; using Tayx.Graphy.Utils.NumString; namespace Tayx.Graphy.Fps { public class G_FpsText : MonoBehaviour { #region Variables -> Serialized Private [SerializeField] private Text m_fpsText = null; [SerializeField] private Text m_msText = null; [SerializeField] private Text m_avgFpsText = null; [SerializeField] private Text m_onePercentFpsText = null; [SerializeField] private Text m_zero1PercentFpsText = null; #endregion #region Variables -> Private private GraphyManager m_graphyManager = null; private G_FpsMonitor m_fpsMonitor = null; private int m_updateRate = 4; // 4 updates per sec. private int m_frameCount = 0; private float m_deltaTime = 0f; private float m_fps = 0f; private float m_ms = 0f; private const string m_msStringFormat = "0.0"; #endregion #region Methods -> Unity Callbacks private void Awake() { Init(); } private void Update() { m_deltaTime += Time.unscaledDeltaTime; m_frameCount++; // Only update texts 'm_updateRate' times per second if( m_deltaTime > 1f / m_updateRate ) { m_fps = m_frameCount / m_deltaTime; m_ms = m_deltaTime / m_frameCount * 1000f; // Update fps m_fpsText.text = Mathf.RoundToInt( m_fps ).ToStringNonAlloc(); SetFpsRelatedTextColor( m_fpsText, m_fps ); // Update ms m_msText.text = m_ms.ToStringNonAlloc( m_msStringFormat ); SetFpsRelatedTextColor( m_msText, m_fps ); // Update 1% fps m_onePercentFpsText.text = ((int) (m_fpsMonitor.OnePercentFPS)).ToStringNonAlloc(); SetFpsRelatedTextColor( m_onePercentFpsText, m_fpsMonitor.OnePercentFPS ); // Update 0.1% fps m_zero1PercentFpsText.text = ((int) (m_fpsMonitor.Zero1PercentFps)).ToStringNonAlloc(); SetFpsRelatedTextColor( m_zero1PercentFpsText, m_fpsMonitor.Zero1PercentFps ); // Update avg fps m_avgFpsText.text = ((int) (m_fpsMonitor.AverageFPS)).ToStringNonAlloc(); SetFpsRelatedTextColor( m_avgFpsText, m_fpsMonitor.AverageFPS ); // Reset variables m_deltaTime = 0f; m_frameCount = 0; } } #endregion #region Methods -> Public public void UpdateParameters() { m_updateRate = m_graphyManager.FpsTextUpdateRate; } #endregion #region Methods -> Private /// /// Assigns color to a text according to their fps numeric value and /// the colors specified in the 3 categories (Good, Caution, Critical). /// /// /// /// UI Text component to change its color /// /// /// /// Numeric fps value /// private void SetFpsRelatedTextColor( Text text, float fps ) { int roundedFps = Mathf.RoundToInt( fps ); if( roundedFps >= m_graphyManager.GoodFPSThreshold ) { text.color = m_graphyManager.GoodFPSColor; } else if( roundedFps >= m_graphyManager.CautionFPSThreshold ) { text.color = m_graphyManager.CautionFPSColor; } else { text.color = m_graphyManager.CriticalFPSColor; } } private void Init() { G_IntString.Init( 0, 2000 ); // Max fps expected G_FloatString.Init( 0, 100 ); // Max ms expected per frame m_graphyManager = transform.root.GetComponentInChildren(); m_fpsMonitor = GetComponent(); UpdateParameters(); } #endregion } }