1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84
|
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 Awake() { Application.targetFrameRate = 60; } 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) { // sFPS += " "+SystemInfo.systemMemorySize; // Debug.Log (SystemInfo.systemMemorySize + " " ); 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)); } }
|
近期评论