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