79 lines
2.7 KiB
C#
79 lines
2.7 KiB
C#
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using UnityEngine;
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using System.Collections;
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[AddComponentMenu("Utilities/HUDFPS")]
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public class HUDFPS : MonoBehaviour
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{
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// Attach this to any object to make a frames/second indicator.
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//
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// It calculates frames/second over each updateInterval,
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// so the display does not keep changing wildly.
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//
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// It is also fairly accurate at very low FPS counts (<10).
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// We do this not by simply counting frames per interval, but
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// by accumulating FPS for each frame. This way we end up with
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// corstartRect overall FPS even if the interval renders something like
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// 5.5 frames.
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public Rect startRect = new Rect(10, 10, 75, 50); // The rect the window is initially displayed at.
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public bool updateColor = true; // Do you want the color to change if the FPS gets low
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public bool allowDrag = true; // Do you want to allow the dragging of the FPS window
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public float frequency = 0.5F; // The update frequency of the fps
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public int nbDecimal = 1; // How many decimal do you want to display
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private float accum = 0f; // FPS accumulated over the interval
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private int frames = 0; // Frames drawn over the interval
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private Color color = Color.white; // The color of the GUI, depending of the FPS ( R < 10, Y < 30, G >= 30 )
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private string sFPS = ""; // The fps formatted into a string.
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private GUIStyle style; // The style the text will be displayed at, based en defaultSkin.label.
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void Start()
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{
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StartCoroutine(FPS());
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}
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void Update()
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{
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accum += Time.timeScale / Time.deltaTime;
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++frames;
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}
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IEnumerator FPS()
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{
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// Infinite loop executed every "frenquency" secondes.
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while (true)
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{
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// Update the FPS
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float fps = accum / frames;
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sFPS = fps.ToString("f" + Mathf.Clamp(nbDecimal, 0, 10));
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//Update the color
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color = (fps >= 30) ? Color.green : ((fps > 10) ? Color.red : Color.yellow);
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accum = 0.0F;
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frames = 0;
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yield return new WaitForSeconds(frequency);
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}
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}
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void OnGUI()
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{
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// Copy the default label skin, change the color and the alignement
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if (style == null)
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{
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style = new GUIStyle(GUI.skin.label);
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style.normal.textColor = Color.white;
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style.alignment = TextAnchor.MiddleCenter;
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}
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GUI.color = updateColor ? color : Color.white;
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startRect = GUI.Window(0, startRect, DoMyWindow, "");
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}
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void DoMyWindow(int windowID)
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{
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GUI.Label(new Rect(0, 0, startRect.width, startRect.height), sFPS + " FPS", style);
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if (allowDrag) GUI.DragWindow(new Rect(0, 0, Screen.width, Screen.height));
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}
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}
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