mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-23 04:23:04 +00:00
32c0be1af2
* wip * much faster world creation * add StaticGeometryInspector * disable child/parent logic and fading * rename * (de)activate objects based on parent * set draw distance based on layers * ... * wip * wip * wip * remove unused param * prevent concurrent modification * ... * catch exceptions when notifying * ... * notify about area, not objects * limit public access to Area * ... * ... * allow public access * add public api * adapt code * pass callback to ctor * adapt focus points * fix * fix intersection check * support rectangles * adjust parameters in prefab * this should fix IsInsideOf() * ... * ... * fix getting area by index * create area if not exists * ... * ... * ... * wip for distance levels * remove constraint on generic parameter * add some validation * fix * fix draw distance per level * change time of day in which lights are visible * add todos * don't use id for UnRegisterFocusPoint() * use hash set for storing focus points * add 1 more level * mark area for update only if visibility changes * profile WorldSystem calls * add some profiling sections * limit time per frame for LoadingThread * switch custom concurrent queue * copy jobs to buffer * rename * change max draw distance setting * wait one more frame * try to remove 801 distance level to remove holes * attempt to hide interiors, but failed * delete no longer needed script * optimization * some error checking * add camera as focus point * dont add camera as focus point in headless mode * working on load priority * fix bug - load priority finished * ... * small optimizations * ... * ... * remove unneeded variable * add fading * dont do fading in headless mode * fadeRate available in inspector * change fade rate * take into account if geometry is loaded when checking if object should be visible, and if fading should be done * small optimization * cache IsInHeadlessMode * display Instance info in inspector * move interiors up in the sky * rename * adapt code to different y pos of interiors * refactor * fix finding matched enex for enexes that lead to the same interior level * display new world stats * rename * rename class * ... * ... * extract function * extract parameters into a struct * add focus point to dead body * add focus point to vehicle * add focus point to vehicle detached parts * remove OutOfRangeDestroyer from vehicle, and destroy vehicle if it falls below the map * dont use focus points on vehicle and vehicle detached parts, when not on server * add focus point for npc peds * add possibility to set timeout during which focus point keeps revealing after it's destroyed * adapt UnRegisterFocusPoint() to timeout * rename * adapt code * cleanup MapObject class * ... * converting to `lock()` * optimize method: use 1 lock instead of 3 * call OnObjectFinishedLoading() instead of AddToLoadedObjects() * ... * make sure it's main thread * AsyncLoader is no longer thread safe * convert static members to non-static in LoadingThread * fix * ... * store indexes for each area * impl GetAreaCenter() * calculate load priority based on distance to area, not objects ; limit time per frame ; sort area in Cell, not in concurrent SortedSet ; * add support for changing draw distance at runtime * delay setting the new value by 0.2 s * have a separate default max draw distance for mobile platforms * adjust y axis world params so that number of visible areas is reduced * remove "camera far clip plane" setting * rename * document flags * rename * disable shadow casting and receiving for some objects * allow casting shadows for LODs with large draw distance * remove "WorldSystem" layer * revert layer
80 lines
3.6 KiB
C#
80 lines
3.6 KiB
C#
using System.Linq;
|
|
using SanAndreasUnity.Behaviours;
|
|
using SanAndreasUnity.Behaviours.World;
|
|
using UnityEngine;
|
|
|
|
namespace SanAndreasUnity.Stats
|
|
{
|
|
public class WorldStats : MonoBehaviour
|
|
{
|
|
private readonly System.Text.StringBuilder _stringBuilder = new System.Text.StringBuilder();
|
|
|
|
|
|
void Start()
|
|
{
|
|
Utilities.Stats.RegisterStat(new Utilities.Stats.Entry(){category = "WORLD", onGUI = OnStatGUI});
|
|
}
|
|
|
|
void OnStatGUI()
|
|
{
|
|
var sb = _stringBuilder;
|
|
sb.Clear();
|
|
|
|
var cell = Cell.Instance;
|
|
|
|
if (cell != null)
|
|
{
|
|
sb.Append($"max draw distance {cell.MaxDrawDistance}\n");
|
|
sb.Append($"num focus points {cell.FocusPoints.Count}\n");
|
|
sb.Append($"num static objects {cell.NumStaticGeometries}\n");
|
|
sb.Append($"num TOBJ objects {StaticGeometry.TimedObjects.Count}\n");
|
|
sb.Append($"num active ENEX objects {EntranceExitMapObject.AllActiveObjects.Count}\n");
|
|
sb.Append($"num active objects with lights {StaticGeometry.ActiveObjectsWithLights.Count}\n");
|
|
sb.Append($"num active lights {StaticGeometry.ActiveObjectsWithLights.Sum(_ => _.NumLightSources)}\n");
|
|
sb.Append($"geometry parts loaded {Importing.Conversion.Geometry.NumGeometryPartsLoaded}\n");
|
|
|
|
sb.Append($"world systems\n");
|
|
for (int i = 0; i < cell.WorldSystem.WorldSystems.Count; i++)
|
|
{
|
|
sb.Append($"\tdistance level {cell.WorldSystem.DistanceLevels[i]}\n");
|
|
var worldSystem = cell.WorldSystem.WorldSystems[i];
|
|
sb.Append($"\tnum focus points {worldSystem.FocusPoints.Count}\n");
|
|
sb.Append($"\tnum areas {worldSystem.GetNumAreas(0)} {worldSystem.GetNumAreas(1)} {worldSystem.GetNumAreas(2)}\n");
|
|
if (Ped.Instance != null)
|
|
{
|
|
int numAreasVisible = 0,
|
|
numObjectsInVisibleAreas = 0,
|
|
maxNumFocusPointsThatSeeMe = 0,
|
|
minNumFocusPointsThatSeeMe = int.MaxValue;
|
|
|
|
worldSystem.ForEachAreaInRadius(
|
|
Ped.Instance.transform.position,
|
|
Mathf.Min(cell.WorldSystem.DistanceLevels[i], cell.MaxDrawDistance),
|
|
area =>
|
|
{
|
|
numAreasVisible++;
|
|
numObjectsInVisibleAreas += area.ObjectsInside?.Count ?? 0;
|
|
maxNumFocusPointsThatSeeMe = Mathf.Max(maxNumFocusPointsThatSeeMe, area.FocusPointsThatSeeMe?.Count ?? 0);
|
|
minNumFocusPointsThatSeeMe = Mathf.Min(minNumFocusPointsThatSeeMe, area.FocusPointsThatSeeMe?.Count ?? 0);
|
|
}
|
|
);
|
|
|
|
sb.Append($"\tlocal ped visibility\n");
|
|
sb.Append($"\t\tnum areas visible {numAreasVisible}\n");
|
|
sb.Append($"\t\tnum objects in visible areas {numObjectsInVisibleAreas}\n");
|
|
sb.Append($"\t\tmax num focus points that see an area {maxNumFocusPointsThatSeeMe}\n");
|
|
sb.Append($"\t\tmin num focus points that see an area {minNumFocusPointsThatSeeMe}\n");
|
|
}
|
|
sb.Append($"\n");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
sb.Append($"World not loaded\n");
|
|
}
|
|
|
|
GUILayout.Label(sb.ToString());
|
|
}
|
|
|
|
}
|
|
}
|