/* ---------------------------------------
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* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
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* Collaborators: Lars Aalbertsen (@Rockylars)
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* Project: Graphy - Ultimate Stats Monitor
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* Date: 22-Nov-17
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* Studio: Tayx
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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 Tayx.Graphy.Utils.NumString;
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namespace Tayx.Graphy.Fps
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{
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public class G_FpsText : MonoBehaviour
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{
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/* ----- TODO: ----------------------------
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* Add summaries to the variables.
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* Add summaries to the functions.
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* Check if we should add a "RequireComponent" for "FpsMonitor".
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* Improve the IntString Init to come from the core instead.
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* --------------------------------------*/
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#region Variables -> Serialized Private
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[SerializeField] private Text m_fpsText = null;
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[SerializeField] private Text m_msText = null;
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[SerializeField] private Text m_avgFpsText = null;
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[SerializeField] private Text m_minFpsText = null;
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[SerializeField] private Text m_maxFpsText = null;
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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_FpsMonitor m_fpsMonitor = null;
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private int m_updateRate = 4; // 4 updates per sec.
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private int m_frameCount = 0;
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private float m_deltaTime = 0f;
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private float m_fps = 0f;
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private const int m_minFps = 0;
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private const int m_maxFps = 10000;
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private const string m_msStringFormat = "0.0";
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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 Update()
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{
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m_deltaTime += Time.unscaledDeltaTime;
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m_frameCount++;
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// Only update texts 'm_updateRate' times per second
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if (m_deltaTime > 1f / m_updateRate)
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{
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m_fps = m_frameCount / m_deltaTime;
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// Update fps and ms
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m_fpsText.text = m_fps.ToInt().ToStringNonAlloc();
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m_msText.text = (m_deltaTime / m_frameCount * 1000f).ToStringNonAlloc(m_msStringFormat);
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// Update min fps
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m_minFpsText.text = m_fpsMonitor.MinFPS.ToInt().ToStringNonAlloc();
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SetFpsRelatedTextColor(m_minFpsText, m_fpsMonitor.MinFPS);
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// Update max fps
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m_maxFpsText.text = m_fpsMonitor.MaxFPS.ToInt().ToStringNonAlloc();
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SetFpsRelatedTextColor(m_maxFpsText, m_fpsMonitor.MaxFPS);
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// Update avg fps
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m_avgFpsText.text = m_fpsMonitor.AverageFPS.ToInt().ToStringNonAlloc();
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SetFpsRelatedTextColor(m_avgFpsText, m_fpsMonitor.AverageFPS);
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// Reset variables
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m_deltaTime = 0f;
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m_frameCount = 0;
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}
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}
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#endregion
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#region Methods -> Public
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public void UpdateParameters()
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{
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m_updateRate = m_graphyManager.FpsTextUpdateRate;
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}
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#endregion
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#region Methods -> Private
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/// <summary>
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/// Assigns color to a text according to their fps numeric value and
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/// the colors specified in the 3 categories (Good, Caution, Critical).
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/// </summary>
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///
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/// <param name="text">
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/// UI Text component to change its color
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/// </param>
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///
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/// <param name="fps">
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/// Numeric fps value
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/// </param>
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private void SetFpsRelatedTextColor(Text text, float fps)
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{
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if (fps > m_graphyManager.GoodFPSThreshold)
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{
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text.color = m_graphyManager.GoodFPSColor;
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}
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else if (fps > m_graphyManager.CautionFPSThreshold)
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{
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text.color = m_graphyManager.CautionFPSColor;
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}
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else
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{
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text.color = m_graphyManager.CriticalFPSColor;
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}
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}
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private void Init()
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{
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//TODO: Replace this with one activated from the core and figure out the min value.
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if (!G_IntString.Inited || G_IntString.MinValue > m_minFps || G_IntString.MaxValue < m_maxFps)
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{
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G_IntString.Init
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(
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minNegativeValue: m_minFps,
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maxPositiveValue: m_maxFps
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);
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}
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m_graphyManager = transform.root.GetComponentInChildren<GraphyManager>();
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m_fpsMonitor = GetComponent<G_FpsMonitor>();
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UpdateParameters();
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}
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#endregion
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}
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}
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