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			125 lines
		
	
	
		
			4.8 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			125 lines
		
	
	
		
			4.8 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
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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} |