SanAndreasUnity/Assets/Scripts/Stats/WorldStats.cs
2022-01-08 18:25:33 +01:00

82 lines
3.8 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($"nav mesh update percentage {cell.NavMeshUpdatePercentage}\n");
sb.Append($"NumMapObjectsWithNavMeshToAdd {cell.NumMapObjectsWithNavMeshToAdd}\n");
sb.Append($"max draw distance {cell.MaxDrawDistance}\n");
sb.Append($"num focus points {cell.FocusPointManager?.FocusPoints.Count ?? 0}\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());
}
}
}