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- using UnityEngine;
- using System.Collections;
- namespace TMPro.Examples
- {
-
- public class TMP_FrameRateCounter : MonoBehaviour
- {
- public float UpdateInterval = 5.0f;
- private float m_LastInterval = 0;
- private int m_Frames = 0;
- public enum FpsCounterAnchorPositions { TopLeft, BottomLeft, TopRight, BottomRight };
- public FpsCounterAnchorPositions AnchorPosition = FpsCounterAnchorPositions.TopRight;
- private string htmlColorTag;
- private const string fpsLabel = "{0:2}</color> <#8080ff>FPS \n<#FF8000>{1:2} <#8080ff>MS";
- private TextMeshPro m_TextMeshPro;
- private Transform m_frameCounter_transform;
- private Camera m_camera;
- private FpsCounterAnchorPositions last_AnchorPosition;
- void Awake()
- {
- if (!enabled)
- return;
- m_camera = Camera.main;
- Application.targetFrameRate = 9999;
- GameObject frameCounter = new GameObject("Frame Counter");
- m_TextMeshPro = frameCounter.AddComponent<TextMeshPro>();
- m_TextMeshPro.font = Resources.Load<TMP_FontAsset>("Fonts & Materials/LiberationSans SDF");
- m_TextMeshPro.fontSharedMaterial = Resources.Load<Material>("Fonts & Materials/LiberationSans SDF - Overlay");
- m_frameCounter_transform = frameCounter.transform;
- m_frameCounter_transform.SetParent(m_camera.transform);
- m_frameCounter_transform.localRotation = Quaternion.identity;
- m_TextMeshPro.enableWordWrapping = false;
- m_TextMeshPro.fontSize = 24;
- //m_TextMeshPro.FontColor = new Color32(255, 255, 255, 128);
- //m_TextMeshPro.edgeWidth = .15f;
- //m_TextMeshPro.isOverlay = true;
- //m_TextMeshPro.FaceColor = new Color32(255, 128, 0, 0);
- //m_TextMeshPro.EdgeColor = new Color32(0, 255, 0, 255);
- //m_TextMeshPro.FontMaterial.renderQueue = 4000;
- //m_TextMeshPro.CreateSoftShadowClone(new Vector2(1f, -1f));
- Set_FrameCounter_Position(AnchorPosition);
- last_AnchorPosition = AnchorPosition;
- }
- void Start()
- {
- m_LastInterval = Time.realtimeSinceStartup;
- m_Frames = 0;
- }
- void Update()
- {
- if (AnchorPosition != last_AnchorPosition)
- Set_FrameCounter_Position(AnchorPosition);
- last_AnchorPosition = AnchorPosition;
- m_Frames += 1;
- float timeNow = Time.realtimeSinceStartup;
- if (timeNow > m_LastInterval + UpdateInterval)
- {
- // display two fractional digits (f2 format)
- float fps = m_Frames / (timeNow - m_LastInterval);
- float ms = 1000.0f / Mathf.Max(fps, 0.00001f);
- if (fps < 30)
- htmlColorTag = "<color=yellow>";
- else if (fps < 10)
- htmlColorTag = "<color=red>";
- else
- htmlColorTag = "<color=green>";
- //string format = System.String.Format(htmlColorTag + "{0:F2} </color>FPS \n{1:F2} <#8080ff>MS",fps, ms);
- //m_TextMeshPro.text = format;
- m_TextMeshPro.SetText(htmlColorTag + fpsLabel, fps, ms);
- m_Frames = 0;
- m_LastInterval = timeNow;
- }
- }
- void Set_FrameCounter_Position(FpsCounterAnchorPositions anchor_position)
- {
- //Debug.Log("Changing frame counter anchor position.");
- m_TextMeshPro.margin = new Vector4(1f, 1f, 1f, 1f);
- switch (anchor_position)
- {
- case FpsCounterAnchorPositions.TopLeft:
- m_TextMeshPro.alignment = TextAlignmentOptions.TopLeft;
- m_TextMeshPro.rectTransform.pivot = new Vector2(0, 1);
- m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(0, 1, 100.0f));
- break;
- case FpsCounterAnchorPositions.BottomLeft:
- m_TextMeshPro.alignment = TextAlignmentOptions.BottomLeft;
- m_TextMeshPro.rectTransform.pivot = new Vector2(0, 0);
- m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(0, 0, 100.0f));
- break;
- case FpsCounterAnchorPositions.TopRight:
- m_TextMeshPro.alignment = TextAlignmentOptions.TopRight;
- m_TextMeshPro.rectTransform.pivot = new Vector2(1, 1);
- m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(1, 1, 100.0f));
- break;
- case FpsCounterAnchorPositions.BottomRight:
- m_TextMeshPro.alignment = TextAlignmentOptions.BottomRight;
- m_TextMeshPro.rectTransform.pivot = new Vector2(1, 0);
- m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(1, 0, 100.0f));
- break;
- }
- }
- }
- }
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