258 lines
7.9 KiB
C#
258 lines
7.9 KiB
C#
/* ---------------------------------------
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* Author: Martin Pane (martintayx@gmail.com) (@martinTayx)
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* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
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* Project: Graphy - Ultimate Stats Monitor
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* Date: 03-Jan-18
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* Studio: Tayx
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*
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* Git repo: https://github.com/Tayx94/graphy
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*
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* This project is released under the MIT license.
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* Attribution is not required, but it is always welcomed!
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* -------------------------------------*/
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using UnityEngine;
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using UnityEngine.UI;
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using System.Collections.Generic;
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using Tayx.Graphy.UI;
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using Tayx.Graphy.Utils;
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namespace Tayx.Graphy.Fps
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{
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public class G_FpsManager : MonoBehaviour, IMovable, IModifiableState
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{
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#region Variables -> Serialized Private
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[SerializeField] private GameObject m_fpsGraphGameObject = null;
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[SerializeField] private List<GameObject> m_nonBasicTextGameObjects = new List<GameObject>();
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[SerializeField] private List<Image> m_backgroundImages = new List<Image>();
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#endregion
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#region Variables -> Private
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private GraphyManager m_graphyManager = null;
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private G_FpsGraph m_fpsGraph = null;
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private G_FpsMonitor m_fpsMonitor = null;
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private G_FpsText m_fpsText = null;
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private RectTransform m_rectTransform = null;
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private Vector2 m_origPosition = Vector2.zero;
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private List<GameObject> m_childrenGameObjects = new List<GameObject>();
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private GraphyManager.ModuleState m_previousModuleState = GraphyManager.ModuleState.FULL;
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private GraphyManager.ModuleState m_currentModuleState = GraphyManager.ModuleState.FULL;
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#endregion
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#region Methods -> Unity Callbacks
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private void Awake()
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{
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Init();
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}
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private void Start()
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{
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UpdateParameters();
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}
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#endregion
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#region Methods -> Public
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public void SetPosition( GraphyManager.ModulePosition newModulePosition, Vector2 offset )
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{
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if ( newModulePosition == GraphyManager.ModulePosition.FREE )
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return;
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m_rectTransform.anchoredPosition = m_origPosition;
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float xSideOffset = Mathf.Abs( m_rectTransform.anchoredPosition.x ) + offset.x;
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float ySideOffset = Mathf.Abs( m_rectTransform.anchoredPosition.y ) + offset.y;
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switch( newModulePosition )
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{
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case GraphyManager.ModulePosition.TOP_LEFT:
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m_rectTransform.anchorMax = Vector2.up;
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m_rectTransform.anchorMin = Vector2.up;
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m_rectTransform.anchoredPosition = new Vector2( xSideOffset, -ySideOffset );
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break;
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case GraphyManager.ModulePosition.TOP_RIGHT:
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m_rectTransform.anchorMax = Vector2.one;
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m_rectTransform.anchorMin = Vector2.one;
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m_rectTransform.anchoredPosition = new Vector2( -xSideOffset, -ySideOffset );
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break;
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case GraphyManager.ModulePosition.BOTTOM_LEFT:
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m_rectTransform.anchorMax = Vector2.zero;
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m_rectTransform.anchorMin = Vector2.zero;
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m_rectTransform.anchoredPosition = new Vector2( xSideOffset, ySideOffset );
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break;
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case GraphyManager.ModulePosition.BOTTOM_RIGHT:
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m_rectTransform.anchorMax = Vector2.right;
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m_rectTransform.anchorMin = Vector2.right;
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m_rectTransform.anchoredPosition = new Vector2( -xSideOffset, ySideOffset );
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break;
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case GraphyManager.ModulePosition.FREE:
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break;
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}
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}
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public void SetState( GraphyManager.ModuleState state, bool silentUpdate = false )
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{
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if( !silentUpdate )
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{
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m_previousModuleState = m_currentModuleState;
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}
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m_currentModuleState = state;
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switch( state )
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{
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case GraphyManager.ModuleState.FULL:
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gameObject.SetActive( true );
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m_childrenGameObjects.SetAllActive( true );
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SetGraphActive( true );
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if( m_graphyManager.Background )
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{
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m_backgroundImages.SetOneActive( 0 );
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}
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else
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{
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m_backgroundImages.SetAllActive( false );
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}
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break;
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case GraphyManager.ModuleState.TEXT:
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gameObject.SetActive( true );
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m_childrenGameObjects.SetAllActive( true );
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SetGraphActive( false );
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if( m_graphyManager.Background )
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{
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m_backgroundImages.SetOneActive( 1 );
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}
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else
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{
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m_backgroundImages.SetAllActive( false );
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}
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break;
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case GraphyManager.ModuleState.BASIC:
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gameObject.SetActive( true );
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m_childrenGameObjects.SetAllActive( true );
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m_nonBasicTextGameObjects.SetAllActive( false );
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SetGraphActive( false );
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if( m_graphyManager.Background )
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{
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m_backgroundImages.SetOneActive( 2 );
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}
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else
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{
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m_backgroundImages.SetAllActive( false );
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}
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break;
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case GraphyManager.ModuleState.BACKGROUND:
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gameObject.SetActive( true );
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m_childrenGameObjects.SetAllActive( false );
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SetGraphActive( false );
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m_backgroundImages.SetAllActive( false );
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break;
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case GraphyManager.ModuleState.OFF:
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gameObject.SetActive( false );
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break;
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}
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}
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public void RestorePreviousState()
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{
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SetState( m_previousModuleState );
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}
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public void UpdateParameters()
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{
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foreach( var image in m_backgroundImages )
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{
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image.color = m_graphyManager.BackgroundColor;
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}
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m_fpsGraph.UpdateParameters();
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m_fpsMonitor.UpdateParameters();
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m_fpsText.UpdateParameters();
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SetState( m_graphyManager.FpsModuleState );
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}
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public void RefreshParameters()
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{
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foreach( var image in m_backgroundImages )
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{
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image.color = m_graphyManager.BackgroundColor;
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}
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m_fpsGraph.UpdateParameters();
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m_fpsMonitor.UpdateParameters();
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m_fpsText.UpdateParameters();
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SetState( m_currentModuleState, true );
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}
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#endregion
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#region Methods -> Private
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private void Init()
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{
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m_graphyManager = transform.root.GetComponentInChildren<GraphyManager>();
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m_rectTransform = GetComponent<RectTransform>();
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m_origPosition = m_rectTransform.anchoredPosition;
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m_fpsGraph = GetComponent<G_FpsGraph>();
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m_fpsMonitor = GetComponent<G_FpsMonitor>();
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m_fpsText = GetComponent<G_FpsText>();
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foreach( Transform child in transform )
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{
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if( child.parent == transform )
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{
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m_childrenGameObjects.Add( child.gameObject );
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}
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}
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}
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private void SetGraphActive( bool active )
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{
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m_fpsGraph.enabled = active;
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m_fpsGraphGameObject.SetActive( active );
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}
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#endregion
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}
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} |