dfhack/clients/unity/simple_sample/Assets/HUDFPS.cs

79 lines
2.7 KiB
C#

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