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FPS UI Graph
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using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.UI; | |
namespace FpsAnalyzer | |
{ | |
[ExecuteInEditMode] | |
public class Analyser : MaskableGraphic | |
{ | |
[SerializeField] private int frames = 50; | |
[SerializeField] private bool useGradient; | |
[SerializeField] private Gradient fpsMap; | |
[Range(1, 20)] | |
[SerializeField] private int UpdatePerFrame = 10; | |
private List<UIVertex> vertices = new List<UIVertex>(); | |
private float deltaTime; | |
private int frame; | |
void Update() | |
{ | |
//Calculate FPS | |
deltaTime += (Time.deltaTime - deltaTime) / Mathf.Max(10, UpdatePerFrame); | |
float msec = deltaTime * 1000.0f; | |
float cfps = 1.0f / deltaTime; | |
if (frame % UpdatePerFrame == 0) | |
{ | |
var lfps = 0f; | |
if (vertices.Count > 0) | |
{ | |
lfps = vertices[vertices.Count - 1].position.y; | |
} | |
var ccolor = CalculateColor(cfps); | |
var lcolor = CalculateColor(lfps); | |
vertices.Add(CreateVertex(ccolor, frame - 0, cfps)); | |
vertices.Add(CreateVertex(ccolor, frame - 0, 0)); | |
vertices.Add(CreateVertex(lcolor, frame - UpdatePerFrame, 0)); | |
vertices.Add(CreateVertex(lcolor, frame - UpdatePerFrame, 0)); | |
vertices.Add(CreateVertex(lcolor, frame - UpdatePerFrame, lfps)); | |
vertices.Add(CreateVertex(ccolor, frame - 0, cfps)); | |
if (vertices.Count > frames * 6) | |
{ | |
vertices.RemoveRange(0, vertices.Count - frames * 6); | |
} | |
(transform as RectTransform).anchoredPosition = Vector3.left * (frame - vertices.Count / 6); | |
SetAllDirty(); | |
} | |
frame++; | |
} | |
private Color CalculateColor(float fps) | |
{ | |
if (useGradient) | |
{ | |
return fpsMap.Evaluate(Mathf.Clamp01(fps / 60f)); | |
} | |
return Color.Lerp(Color.red, Color.green, Mathf.Clamp01(fps / 60f)); | |
} | |
private UIVertex CreateVertex(Color clr, int frame, float height) | |
{ | |
var vert = UIVertex.simpleVert; | |
vert.position = new Vector3(frame, height); | |
vert.color = clr; | |
return vert; | |
} | |
/// <summary> | |
/// Create mesh of graph | |
/// </summary> | |
/// <param name="vh"></param> | |
protected override void OnPopulateMesh(VertexHelper vh) | |
{ | |
base.OnPopulateMesh(vh); | |
vh.Clear(); | |
vh.AddUIVertexTriangleStream(vertices); | |
} | |
} | |
} |
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