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- // Copyright 2016 Nibiru. All rights reserved.
- // Licensed under the Apache License, Version 2.0 (the "License");
- // you may not use this file except in compliance with the License.
- // You may obtain a copy of the License at
- //
- // http://www.apache.org/licenses/LICENSE-2.0
- //
- // Unless required by applicable law or agreed to in writing, software
- // distributed under the License is distributed on an "AS IS" BASIS,
- // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- // See the License for the specific language governing permissions and
- // limitations under the License.
- using UnityEngine;
- //Frame rate printing.Just mount on any object.
- namespace Nxr.Internal
- {
- public class NxrFPS : MonoBehaviour
- {
- private string fpsFormat;
- private float updateInterval = 0.2f;//设定更新帧率的时间间隔为0.2秒
- private float accum = .0f;
- private int frames = 0;
- private float timeLeft;
- public static float fpsDeltaTime;
- TextMesh textMesh;
- // Use this for initialization
- void Start()
- {
- textMesh = GetComponent<TextMesh>();
- }
- // Update is called once per frame
- void Update()
- {
- calculate_fps();
- fpsDeltaTime += Time.deltaTime;
- if (fpsDeltaTime > 1)
- {
- //Debug.Log(fpsFormat);
- fpsDeltaTime = 0;
- if (textMesh != null)
- {
- textMesh.text = fpsFormat;
- }
- }
- }
- private void calculate_fps()
- {
- timeLeft -= Time.deltaTime;
- accum += Time.timeScale / Time.deltaTime;
- ++frames;
- if (timeLeft <= 0)
- {
- float fps = accum / frames;
- fpsFormat = System.String.Format("{0:F3}fps", fps);
- // Debug.Log("FPS:" + fpsFormat);
- timeLeft = updateInterval;
- accum = .0f;
- frames = 0;
- }
- }
- }
- }
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