mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-23 12:33:02 +00:00
82 lines
3.8 KiB
C#
82 lines
3.8 KiB
C#
using System.Linq;
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using SanAndreasUnity.Behaviours;
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using SanAndreasUnity.Behaviours.World;
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using UnityEngine;
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namespace SanAndreasUnity.Stats
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{
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public class WorldStats : MonoBehaviour
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{
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private readonly System.Text.StringBuilder _stringBuilder = new System.Text.StringBuilder();
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void Start()
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{
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Utilities.Stats.RegisterStat(new Utilities.Stats.Entry(){category = "WORLD", onGUI = OnStatGUI});
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}
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void OnStatGUI()
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{
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var sb = _stringBuilder;
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sb.Clear();
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var cell = Cell.Instance;
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if (cell != null)
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{
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sb.Append($"nav mesh update percentage {cell.NavMeshUpdatePercentage}\n");
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sb.Append($"NumMapObjectsWithNavMeshToAdd {cell.NumMapObjectsWithNavMeshToAdd}\n");
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sb.Append($"max draw distance {cell.MaxDrawDistance}\n");
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sb.Append($"num focus points {cell.FocusPointManager?.FocusPoints.Count ?? 0}\n");
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sb.Append($"num static objects {cell.NumStaticGeometries}\n");
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sb.Append($"num TOBJ objects {StaticGeometry.TimedObjects.Count}\n");
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sb.Append($"num active ENEX objects {EntranceExitMapObject.AllActiveObjects.Count}\n");
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sb.Append($"num active objects with lights {StaticGeometry.ActiveObjectsWithLights.Count}\n");
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sb.Append($"num active lights {StaticGeometry.ActiveObjectsWithLights.Sum(_ => _.NumLightSources)}\n");
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sb.Append($"geometry parts loaded {Importing.Conversion.Geometry.NumGeometryPartsLoaded}\n");
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sb.Append($"world systems\n");
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for (int i = 0; i < cell.WorldSystem.WorldSystems.Count; i++)
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{
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sb.Append($"\tdistance level {cell.WorldSystem.DistanceLevels[i]}\n");
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var worldSystem = cell.WorldSystem.WorldSystems[i];
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sb.Append($"\tnum focus points {worldSystem.FocusPoints.Count}\n");
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sb.Append($"\tnum areas {worldSystem.GetNumAreas(0)} {worldSystem.GetNumAreas(1)} {worldSystem.GetNumAreas(2)}\n");
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if (Ped.Instance != null)
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{
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int numAreasVisible = 0,
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numObjectsInVisibleAreas = 0,
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maxNumFocusPointsThatSeeMe = 0,
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minNumFocusPointsThatSeeMe = int.MaxValue;
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worldSystem.ForEachAreaInRadius(
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Ped.Instance.transform.position,
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Mathf.Min(cell.WorldSystem.DistanceLevels[i], cell.MaxDrawDistance),
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area =>
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{
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numAreasVisible++;
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numObjectsInVisibleAreas += area?.ObjectsInside?.Count ?? 0;
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maxNumFocusPointsThatSeeMe = Mathf.Max(maxNumFocusPointsThatSeeMe, area?.FocusPointsThatSeeMe?.Count ?? 0);
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minNumFocusPointsThatSeeMe = Mathf.Min(minNumFocusPointsThatSeeMe, area?.FocusPointsThatSeeMe?.Count ?? 0);
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}
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);
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sb.Append($"\tlocal ped visibility\n");
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sb.Append($"\t\tnum areas visible {numAreasVisible}\n");
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sb.Append($"\t\tnum objects in visible areas {numObjectsInVisibleAreas}\n");
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sb.Append($"\t\tmax num focus points that see an area {maxNumFocusPointsThatSeeMe}\n");
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sb.Append($"\t\tmin num focus points that see an area {minNumFocusPointsThatSeeMe}\n");
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}
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sb.Append($"\n");
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}
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}
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else
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{
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sb.Append($"World not loaded\n");
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}
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GUILayout.Label(sb.ToString());
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}
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}
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}
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