using UnityEngine;
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using System.Collections;
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namespace TMPro.Examples
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{
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public class TMP_UiFrameRateCounter : MonoBehaviour
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{
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public float UpdateInterval = 5.0f;
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private float m_LastInterval = 0;
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private int m_Frames = 0;
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public enum FpsCounterAnchorPositions { TopLeft, BottomLeft, TopRight, BottomRight };
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public FpsCounterAnchorPositions AnchorPosition = FpsCounterAnchorPositions.TopRight;
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private string htmlColorTag;
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private const string fpsLabel = "{0:2}</color> <#8080ff>FPS \n<#FF8000>{1:2} <#8080ff>MS";
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private TextMeshProUGUI m_TextMeshPro;
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private RectTransform m_frameCounter_transform;
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private FpsCounterAnchorPositions last_AnchorPosition;
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void Awake()
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{
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if (!enabled)
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return;
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Application.targetFrameRate = 1000;
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GameObject frameCounter = new GameObject("Frame Counter");
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m_frameCounter_transform = frameCounter.AddComponent<RectTransform>();
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m_frameCounter_transform.SetParent(this.transform, false);
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m_TextMeshPro = frameCounter.AddComponent<TextMeshProUGUI>();
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m_TextMeshPro.font = Resources.Load<TMP_FontAsset>("Fonts & Materials/LiberationSans SDF");
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m_TextMeshPro.fontSharedMaterial = Resources.Load<Material>("Fonts & Materials/LiberationSans SDF - Overlay");
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m_TextMeshPro.enableWordWrapping = false;
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m_TextMeshPro.fontSize = 36;
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m_TextMeshPro.isOverlay = true;
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Set_FrameCounter_Position(AnchorPosition);
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last_AnchorPosition = AnchorPosition;
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}
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void Start()
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{
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m_LastInterval = Time.realtimeSinceStartup;
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m_Frames = 0;
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}
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void Update()
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{
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if (AnchorPosition != last_AnchorPosition)
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Set_FrameCounter_Position(AnchorPosition);
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last_AnchorPosition = AnchorPosition;
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m_Frames += 1;
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float timeNow = Time.realtimeSinceStartup;
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if (timeNow > m_LastInterval + UpdateInterval)
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{
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// display two fractional digits (f2 format)
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float fps = m_Frames / (timeNow - m_LastInterval);
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float ms = 1000.0f / Mathf.Max(fps, 0.00001f);
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if (fps < 30)
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htmlColorTag = "<color=yellow>";
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else if (fps < 10)
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htmlColorTag = "<color=red>";
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else
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htmlColorTag = "<color=green>";
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m_TextMeshPro.SetText(htmlColorTag + fpsLabel, fps, ms);
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m_Frames = 0;
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m_LastInterval = timeNow;
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}
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}
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void Set_FrameCounter_Position(FpsCounterAnchorPositions anchor_position)
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{
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switch (anchor_position)
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{
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case FpsCounterAnchorPositions.TopLeft:
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m_TextMeshPro.alignment = TextAlignmentOptions.TopLeft;
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m_frameCounter_transform.pivot = new Vector2(0, 1);
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m_frameCounter_transform.anchorMin = new Vector2(0.01f, 0.99f);
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m_frameCounter_transform.anchorMax = new Vector2(0.01f, 0.99f);
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m_frameCounter_transform.anchoredPosition = new Vector2(0, 1);
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break;
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case FpsCounterAnchorPositions.BottomLeft:
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m_TextMeshPro.alignment = TextAlignmentOptions.BottomLeft;
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m_frameCounter_transform.pivot = new Vector2(0, 0);
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m_frameCounter_transform.anchorMin = new Vector2(0.01f, 0.01f);
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m_frameCounter_transform.anchorMax = new Vector2(0.01f, 0.01f);
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m_frameCounter_transform.anchoredPosition = new Vector2(0, 0);
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break;
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case FpsCounterAnchorPositions.TopRight:
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m_TextMeshPro.alignment = TextAlignmentOptions.TopRight;
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m_frameCounter_transform.pivot = new Vector2(1, 1);
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m_frameCounter_transform.anchorMin = new Vector2(0.99f, 0.99f);
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m_frameCounter_transform.anchorMax = new Vector2(0.99f, 0.99f);
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m_frameCounter_transform.anchoredPosition = new Vector2(1, 1);
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break;
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case FpsCounterAnchorPositions.BottomRight:
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m_TextMeshPro.alignment = TextAlignmentOptions.BottomRight;
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m_frameCounter_transform.pivot = new Vector2(1, 0);
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m_frameCounter_transform.anchorMin = new Vector2(0.99f, 0.01f);
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m_frameCounter_transform.anchorMax = new Vector2(0.99f, 0.01f);
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m_frameCounter_transform.anchoredPosition = new Vector2(1, 0);
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break;
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}
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}
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}
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}
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