mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-12-25 20:03:07 +00:00
102 lines
2.8 KiB
C#
102 lines
2.8 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using System.Linq;
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namespace SanAndreasUnity.Utilities {
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public class FPSDisplay : MonoBehaviour {
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private static int fpsTextureWidth = 75;
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private static int fpsTextureHeight = 25;
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private static float fpsMaximum = 60.0f;
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/*private static float fpsGreen = 50.0f;
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private static float fpsRed = 23.0f;*/
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private float fpsDeltaTime = 0.0f;
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private Texture2D fpsTexture = null;
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private float[] fpsHistory = new float[fpsTextureWidth];
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private int fpsIndex = 0;
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private static bool _showFPS = true;
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void Awake () {
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fpsTexture = new Texture2D(fpsTextureWidth, fpsTextureHeight, TextureFormat.RGBA32, false, true);
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}
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void Update () {
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// FPS counting
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fpsDeltaTime += (Time.deltaTime - fpsDeltaTime) * 0.1f;
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if (Input.GetKeyDown(KeyCode.F10))
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_showFPS = !_showFPS;
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}
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void OnGUI() {
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if (_showFPS)
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{
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float msec = fpsDeltaTime * 1000.0f;
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float fps = 1.0f / fpsDeltaTime;
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// Show FPS counter
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GUILayout.BeginArea(GUIUtils.GetCornerRect(ScreenCorner.BottomRight, 100, 25, new Vector2(15 + fpsTexture.width, 10)));
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GUILayout.Label(string.Format("{0:0.}fps ({1:0.0}ms)", fps, msec), new GUIStyle("label") { alignment = TextAnchor.MiddleLeft });
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GUILayout.EndArea();
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if (fpsTexture == null) return;
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// Show FPS history
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Color[] colors = new Color[fpsTexture.width * fpsTexture.height];
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for (int i = 0; i < (fpsTexture.width * fpsTexture.height); i++)
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colors[i] = new Color(0.0f, 0.0f, 0.0f, 0.66f); // Half-transparent background for FPS graph
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fpsTexture.SetPixels(colors);
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// Append to history storage
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fpsHistory[fpsIndex] = fps;
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int f = fpsIndex;
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if (fps > fpsHistory.Average())
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fpsMaximum = fps;
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// Draw graph into texture
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for (int i = fpsTexture.width - 1; i >= 0; i--)
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{
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float graphVal = (fpsHistory[f] > fpsMaximum) ? fpsMaximum : fpsHistory[f]; //Clamps
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int height = (int)(graphVal * fpsTexture.height / (fpsMaximum + 0.1f)); //Returns the height of the desired point with a padding of 0.1f units
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float p = fpsHistory[f] / fpsMaximum,
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r = Mathf.Lerp(1, 1 - p, p),
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g = Mathf.Lerp(p * 2, p, p);
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fpsTexture.SetPixel(i, height, new Color(r, g, 0));
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f--;
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if (f < 0)
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f = fpsHistory.Length - 1;
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}
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// Next entry in rolling history buffer
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fpsIndex++;
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if (fpsIndex >= fpsHistory.Length)
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fpsIndex = 0;
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// Draw texture on GUI
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fpsTexture.Apply(false, false);
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GUI.DrawTexture(GUIUtils.GetCornerRect(ScreenCorner.BottomRight, fpsTexture.width, fpsTexture.height, new Vector2(5, fpsTexture.height - 15)), fpsTexture);
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}
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}
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}
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}
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