125 lines
3.9 KiB
C#
125 lines
3.9 KiB
C#
using UnityEngine;
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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 enum FpsCounterAnchorPositions
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{
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TopLeft = 0,
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BottomLeft = 1,
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TopRight = 2,
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BottomRight = 3
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}
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public float UpdateInterval = 5f;
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private float m_LastInterval;
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private int m_Frames;
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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> FPS \n{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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private void Awake()
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{
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if (base.enabled)
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{
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Application.targetFrameRate = 120;
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GameObject gameObject = new GameObject("Frame Counter");
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m_frameCounter_transform = gameObject.AddComponent<RectTransform>();
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m_frameCounter_transform.SetParent(base.transform, false);
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m_TextMeshPro = gameObject.AddComponent<TextMeshProUGUI>();
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m_TextMeshPro.font = Resources.Load("Fonts & Materials/LiberationSans SDF", typeof(TMP_FontAsset)) as TMP_FontAsset;
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m_TextMeshPro.fontSharedMaterial = Resources.Load("Fonts & Materials/LiberationSans SDF - Overlay", typeof(Material)) as Material;
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m_TextMeshPro.enableWordWrapping = false;
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m_TextMeshPro.fontSize = 36f;
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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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}
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private 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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private void Update()
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{
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if (AnchorPosition != last_AnchorPosition)
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{
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Set_FrameCounter_Position(AnchorPosition);
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}
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last_AnchorPosition = AnchorPosition;
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m_Frames++;
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float realtimeSinceStartup = Time.realtimeSinceStartup;
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if (realtimeSinceStartup > m_LastInterval + UpdateInterval)
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{
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float num = (float)m_Frames / (realtimeSinceStartup - m_LastInterval);
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float arg = 1000f / Mathf.Max(num, 1E-05f);
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if (num < 30f)
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{
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htmlColorTag = "<color=yellow>";
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}
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else if (num < 10f)
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{
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htmlColorTag = "<color=red>";
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}
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else
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{
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htmlColorTag = "<color=green>";
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}
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m_TextMeshPro.SetText(htmlColorTag + "{0:2}</color> FPS \n{1:2} <#8080ff>MS", num, arg);
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m_Frames = 0;
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m_LastInterval = realtimeSinceStartup;
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}
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}
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private 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(0f, 1f);
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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(0f, 1f);
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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(0f, 0f);
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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(0f, 0f);
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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(1f, 1f);
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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(1f, 1f);
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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(1f, 0f);
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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(1f, 0f);
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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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