many changes

This commit is contained in:
Rabidus 2023-09-11 15:44:17 +03:00
parent a4b7b487ff
commit 27f1ea7290
236 changed files with 37562 additions and 30866 deletions

View File

@ -103,18 +103,18 @@ namespace BNG {
// Then lerp each finger to fist pose depending on input
UpdateThumb(ThumbValue);
UpdateIndex(IndexValue);
UpdateGrip(IndexValue);
// Set Grip Amount only if it changed. This will override Middle, Ring, and Pinky
if (GripValue != _lastGripValue) {
UpdateGrip(GripValue);
}
// Otherwise update the remaining fingers independently
else {
UpdateMiddle(MiddleValue);
UpdateRing(RingValue);
UpdatePinky(PinkyValue);
}
//// Set Grip Amount only if it changed. This will override Middle, Ring, and Pinky
//if (GripValue != _lastGripValue) {
// UpdateGrip(GripValue);
//}
//// Otherwise update the remaining fingers independently
//else {
// UpdateMiddle(MiddleValue);
// UpdateRing(RingValue);
// UpdatePinky(PinkyValue);
//}
}
}
}

View File

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@ -9,10 +9,7 @@ Material:
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View File

@ -43,6 +43,11 @@ namespace BNG {
}
}
//private void Update()
//{
// CalibrateHeight();
//}
public void CalibrateHeight() {
CalibrateHeight(DesiredPlayerHeight);
}

View File

@ -20,6 +20,22 @@ namespace BNG {
private string _loadSceneName = string.Empty;
public static SceneLoader Instance;
private void Awake()
{
if (Instance == null)
{
Instance = this;
}
else
{
Destroy(gameObject);
}
DontDestroyOnLoad(this);
}
public void LoadScene(string SceneName) {
_loadSceneName = SceneName;
@ -32,6 +48,20 @@ namespace BNG {
}
}
private void Update()
{
if (Input.GetKeyDown(KeyCode.R))
{
SceneManager.LoadScene(0);
}
if (Input.GetKeyDown(KeyCode.P))
{
LoadScene("DebugScene");
}
}
public IEnumerator FadeThenLoadScene() {
if (UseSceenFader) {

View File

@ -119,7 +119,7 @@ namespace BNG {
}
// Try getting child animator
SetHandAnimator();
//SetHandAnimator();
input = InputBridge.Instance;
}

View File

@ -1,45 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CutsceneLookAt : MonoBehaviour
{
[SerializeField]
private float _speed = 5;
private Transform _target;
private bool _started = false;
public Transform Target
{
get
{
if (_target == null)
{
_target = FindObjectOfType<CutsceneLookTarget>().transform;
}
return _target;
}
}
private void Start()
{
_target = FindObjectOfType<CutsceneLookTarget>().transform;
}
public void StartLook()
{
_started = true;
}
void Update()
{
if (!_started)
return;
Vector3 targetDir = _target.position - transform.position;
targetDir.y = 0.0f;
transform.rotation = Quaternion.RotateTowards(transform.rotation, Quaternion.LookRotation(targetDir), Time.time * _speed);
}
}

101
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@ -73,14 +70,14 @@ Material:
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@ -0,0 +1,161 @@
-----------------------------
v2.1.3
- Added null check for Keyboard.current.
-----------------------------
v2.1.2
- Fixed NullRef in AudioMonitor if no main camera is in the scene.
-----------------------------
v2.1.1
- Small hotfix for a index of out bounds error.
- Simplified Singleton class to allow Graphy to be Destroyed.
- Deallocating cached strings on Destroy to free up memory.
-----------------------------
v2.1.0
- Pretty big refactor.
- Lots of optimization.
- Removed min/max fps for 1% and 0.1% lows, which is the industry standard now.
- Improved UI. Added rounded corners and a better default color palette.
-----------------------------
v2.0.1
- Updated package.json to 2.0.1.
-----------------------------
v2.0.0
- Now supports UPM (Unity Package Manager).
- Minimum official supported version is now Unity 2019.3.0. If you want a version that supports 5.4+, go to Github to download it.
- Lots of minor tweaks, optimizations and bugfixes.
-----------------------------
v1.6.0
This is the last release that will officially support Unity 5.4+. Next releases will be targeted towards 2019.3+.
- Minor tweaks, optimizations and bugfixes.
- Added support for VR single pass instanced rendering.
-----------------------------
v1.5.2
- Removed asmdefs to avoid missing reference issues in new Unity alpha versions.
- Improvements avgFps calculation, changed list to array (thanks @Kaladrius2trip).
-----------------------------
v1.5.1
- Hide Graphy in Game view when it's be disabled on startup.
- Fixed error if no camera is present in the scene.
- Added SceneManager namespace so to avoid possible conflicts.
- Added support for asmdefs (thanks @QSFW).
-----------------------------
v1.5
- Fixed a number alignment in the audio module (thanks @SuperPenguin).
- Refactored some code to avoid warnings with the new NET framework 4.0.
- Shader sorting fix for Screen Space - Camera.
- Fixed a possible Null Reference Error in the debugger (thanks @strawlink).
- Fixed import settings in 2 textures (thanks @strawlink).
- Renamed all Action into System.Action to avoid possible namespace conflicts.
- Fixed the int rounding to prevent 59.99999FPS from turning into 59FPS (thanks @Rockylars).
-----------------------------
v1.4.3
- Renamed all the classes with the "G_" prefix to avoid namespace issues with external code (thanks @Rockylars).
- Refactored some code and added explanations and regions in the G_ShaderGraph class.
- Assigned all the variables in their declaration to avoid a new NET framework warning.
-----------------------------
v1.4.2
- Added the option to disable hotkeys.
- Disabled hotkey check when Editor is not focused (thanks @Rockylars).
- Refatored and cleaned up code (thanks @Rockylars).
- Fixed a bug where if the app was defocused and focused back, it would reset Graphy's module active values (thanks @Rockylars).
-----------------------------
v1.4.1
- Introduced plenty of safety checks to avoid some null reference errors.
- Possibly fixed the graphs bug when the Editor is defocused and focused back.
- Code cleanup and refactoring.
-----------------------------
v1.4
- Updated the header comments in all scripts.
- Added option to toggle active on start up (thanks @DarkMio).
- Removed a leftover raycast script in the Graphy UI.Canvas (thanks @DarkMio).
- Updated the shaders to use UnityObjectToClipPos() (thanks @DarkMio).
- Bug-Fix: NullRef for EditorStyles.boldlabel (thanks @Flavelius)
-----------------------------
v1.3
- Added a second graph to the Audio module that shows the highest spectrum value.
- Added option to Toggle Active and Mode, as well as setting a specific Preset from the API.
- Fixed a bug that occured when Time.timeScale = 0 (thanks @xDavidLeon!).
-----------------------------
v1.2.2
- Improved the dB calculations, now the values are much more precise.
-----------------------------
v1.2.1
- Modified the default UI text values to more generic placeholders to increase clarity.
- Small fixes in the audio module.
-----------------------------
v1.2
- MASSIVE reduction in garbage generation. From 8-10 KB every 2-3 seconds to just 200-300 bytes. Garbage generation right now is negligible.
- Some code optimizations.
-----------------------------
v1.1
- New Feature: Added a modifiable MODE. If set to LIGHT it will reduce some features or maximum values (like graph resolution) but it will improve compatibility with older hardware.
- Small performance optimizations.
- Code refactoring.
- Improved the vetical alpha fade-off effect in the graph to make it more visible for lower values.
- Updated the "Customize Graphy" scene to account for these new changes.
-----------------------------
v1.0
- First major update!
- Removed some leftover raycast targets from the Graphy UI to avoid interfering with users UI.
- Added a Customization Scene that allows changing all the parameters in runtime to improve the user experience when testing new values.
- Added a feature to rescale the background overlay of the Advanced Data module to the text with the highest width.
- Made ALL parameters modifiable from code using the API.
- Fixed a bug where sometimes the Graphy Manager would fail trying to retrieve the Audio Module.
- Improved stabilty.
-----------------------------
v0.6
- Added a feature to choose if you want to apply a background overlay to Graphy, improving readability in cluttered scenes.
- Optimized the access to Shader parameters when updating them, improving performance.
-----------------------------
v0.5.1
- Added a feature to choose if you want to keep Graphy alive through scene changes. Careful, if you activate it but Graphy is the child of another object, the root GameObject will also survive scene changes.
- Fixed a bug where setting Graphy as a child of another object would break the graphs.
-----------------------------
v0.5
- Initial release!

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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 02-Jan-18
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using System;
using UnityEngine;
using System.Collections.Generic;
using System.IO;
using UnityEditor;
namespace Tayx.Graphy
{
[CustomEditor(typeof(GraphyDebugger))]
internal class GraphyDebuggerEditor : Editor
{
/* ----- TODO: ----------------------------
* Add summaries to the variables.
* Add summaries to the functions.
* Finish spacing on "OnInspectorGUI".
* Add sections to "OnInspectorGUI".
* Fix the use of Space to be consistent with "GraphyManagerEditor".
* --------------------------------------*/
#region Variables -> Private
private GraphyDebugger m_target;
private int m_newDebugPacketListSize = 0;
private int m_previouslySelectedDebugPacketIndex = 0;
private int m_currentlySelectedDebugPacketIndex = 0;
private int m_selectedDebugPacketCondition = 0;
#endregion
#region Methods -> Unity Callbacks
private void OnEnable()
{
m_target = (GraphyDebugger) target;
}
#endregion
#region Methods -> Public Override
public override void OnInspectorGUI()
{
if (m_target == null && target == null)
{
base.OnInspectorGUI();
return;
}
float defaultLabelWidth = EditorGUIUtility.labelWidth;
float defaultFieldWidth = EditorGUIUtility.fieldWidth;
//===== CONTENT REGION ========================================================================
GUILayout.Space(20);
#region Section -> Logo
if (GraphyEditorStyle.DebuggerLogoTexture != null)
{
GUILayout.Label
(
image: GraphyEditorStyle.DebuggerLogoTexture,
style: new GUIStyle(GUI.skin.GetStyle("Label"))
{
alignment = TextAnchor.UpperCenter
}
);
GUILayout.Space(10);
}
else
{
EditorGUILayout.LabelField
(
label: "[ GRAPHY - DEBUGGER ]",
style: GraphyEditorStyle.HeaderStyle1
);
}
#endregion
GUILayout.Space(5); //Extra pixels added when the logo is used.
#region Section -> Settings
SerializedObject serObj = serializedObject;
SerializedProperty debugPacketList = serObj.FindProperty("m_debugPackets"); // Find the List in our script and create a refrence of it
//Update our list
serObj.Update();
EditorGUILayout.LabelField("Current [Debug Packets] list size: " + debugPacketList.arraySize);
EditorGUIUtility.fieldWidth = 32;
EditorGUILayout.BeginHorizontal();
m_newDebugPacketListSize = EditorGUILayout.IntField
(
label: "Define a new list size",
value: m_newDebugPacketListSize
);
if (GUILayout.Button("Resize List"))
{
if (EditorUtility.DisplayDialog
(
title:
"Resize List",
message:
"Are you sure you want to resize the entire List?\n\n" +
"Current List Size -> " +
debugPacketList.arraySize +
"\n" +
"New List Size -> " +
m_newDebugPacketListSize +
"\n" +
"This will add default entries if the value is greater than the list size, or erase the bottom values until the new size specified.",
ok:
"Resize",
cancel:
"Cancel")
)
{
m_currentlySelectedDebugPacketIndex = 0;
if (m_newDebugPacketListSize != debugPacketList.arraySize)
{
while (m_newDebugPacketListSize > debugPacketList.arraySize)
{
debugPacketList.InsertArrayElementAtIndex(debugPacketList.arraySize);
SetDefaultDebugPacketValues(debugPacketList);
}
while (m_newDebugPacketListSize < debugPacketList.arraySize)
{
debugPacketList.DeleteArrayElementAtIndex(debugPacketList.arraySize - 1);
}
}
}
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.LabelField("NOT RECOMMENDED (Only use for first initialization)", EditorStyles.centeredGreyMiniLabel);
EditorGUILayout.Space();
EditorGUILayout.Space();
if (debugPacketList.arraySize < 1)
{
m_previouslySelectedDebugPacketIndex = 0;
m_currentlySelectedDebugPacketIndex = 0;
m_selectedDebugPacketCondition = 0;
serializedObject.ApplyModifiedProperties();
return;
}
GraphyEditorStyle.HeaderStyle2.contentOffset = Vector2.down * 3f;
EditorGUILayout.LabelField("Selected debug packet:");
EditorGUILayout.BeginHorizontal();
List<string> debugPacketNames = new List<string>();
for (int i = 0; i < debugPacketList.arraySize; i++)
{
SerializedProperty listItem = debugPacketList.GetArrayElementAtIndex(i);
// NOTE: If the Popup detects two equal strings, it just paints 1, that's why I always add the "i"
char checkMark = listItem.FindPropertyRelative("Active").boolValue ? '\u2714' : '\u2718';
debugPacketNames.Add
(
(i + 1) +
" (" +
checkMark +
") " +
" - ID: " +
listItem.FindPropertyRelative("Id").intValue +
" (Conditions: " +
listItem.FindPropertyRelative("DebugConditions").arraySize +
")"
);
}
m_currentlySelectedDebugPacketIndex = EditorGUILayout.Popup(m_currentlySelectedDebugPacketIndex, debugPacketNames.ToArray());
if (m_currentlySelectedDebugPacketIndex != m_previouslySelectedDebugPacketIndex)
{
m_selectedDebugPacketCondition = 0;
m_previouslySelectedDebugPacketIndex = m_currentlySelectedDebugPacketIndex;
}
Color defaultGUIColor = GUI.color;
GUI.color = new Color(0.7f, 1f, 0.0f, 1f);
//Or add a new item to the List<> with a button
if (GUILayout.Button("Add", GUILayout.Width(60)))
{
debugPacketList.InsertArrayElementAtIndex(debugPacketList.arraySize);
SetDefaultDebugPacketValues(debugPacketList);
}
GUI.color = new Color(1f, 0.7f, 0.0f, 1f);
//Remove this index from the List
if (GUILayout.Button("Remove", GUILayout.Width(60)))
{
debugPacketList.DeleteArrayElementAtIndex(m_currentlySelectedDebugPacketIndex);
if (m_currentlySelectedDebugPacketIndex > 0)
{
m_currentlySelectedDebugPacketIndex--;
}
if (debugPacketList.arraySize < 1)
{
serializedObject.ApplyModifiedProperties();
return;
}
}
GUI.color = defaultGUIColor;
EditorGUILayout.EndHorizontal();
EditorGUILayout.Space();
EditorGUILayout.Space();
EditorGUILayout.Space();
//Display our list to the inspector window
SerializedProperty listItemSelected = debugPacketList.GetArrayElementAtIndex(m_currentlySelectedDebugPacketIndex);
SerializedProperty Active = listItemSelected.FindPropertyRelative("Active");
SerializedProperty Id = listItemSelected.FindPropertyRelative("Id");
SerializedProperty ExecuteOnce = listItemSelected.FindPropertyRelative("ExecuteOnce");
SerializedProperty InitSleepTime = listItemSelected.FindPropertyRelative("InitSleepTime");
SerializedProperty ExecuteSleepTime = listItemSelected.FindPropertyRelative("ExecuteSleepTime");
SerializedProperty ConditionEvaluation = listItemSelected.FindPropertyRelative("ConditionEvaluation");
SerializedProperty DebugConditions = listItemSelected.FindPropertyRelative("DebugConditions");
SerializedProperty MessageType = listItemSelected.FindPropertyRelative("MessageType");
SerializedProperty Message = listItemSelected.FindPropertyRelative("Message");
SerializedProperty TakeScreenshot = listItemSelected.FindPropertyRelative("TakeScreenshot");
SerializedProperty ScreenshotFileName = listItemSelected.FindPropertyRelative("ScreenshotFileName");
SerializedProperty DebugBreak = listItemSelected.FindPropertyRelative("DebugBreak");
SerializedProperty UnityEvents = listItemSelected.FindPropertyRelative("UnityEvents");
#endregion
EditorGUILayout.LabelField
(
label:
"[ PACKET ] - ID: " +
Id.intValue +
" (Conditions: " +
DebugConditions.arraySize +
")",
style: GraphyEditorStyle.HeaderStyle2
);
EditorGUIUtility.labelWidth = 150;
EditorGUIUtility.fieldWidth = 35;
Active.boolValue = EditorGUILayout.Toggle
(
new GUIContent
(
text: "Active",
tooltip: "If false, it will not be checked"
),
value: Active.boolValue
);
Id.intValue = EditorGUILayout.IntField
(
new GUIContent
(
text: "ID",
tooltip: "Optional Id. It's used to get or remove DebugPackets in runtime"
),
value: Id.intValue
);
ExecuteOnce.boolValue = EditorGUILayout.Toggle
(
new GUIContent
(
text: "Execute once",
tooltip: "If true, once the actions are executed, this DebugPacket will delete itself"
),
value: ExecuteOnce.boolValue
);
InitSleepTime.floatValue = EditorGUILayout.FloatField
(
new GUIContent
(
text: "Init sleep time",
tooltip: "Time to wait before checking if conditions are met (use this to avoid low fps drops triggering the conditions when loading the game)"
),
value: InitSleepTime.floatValue
);
ExecuteSleepTime.floatValue = EditorGUILayout.FloatField
(
new GUIContent
(
text: "Sleep time after execute",
tooltip: "Time to wait before checking if conditions are met again (once they have already been met and if ExecuteOnce is false)"
),
value: ExecuteSleepTime.floatValue
);
EditorGUIUtility.labelWidth = defaultLabelWidth;
EditorGUIUtility.fieldWidth = defaultFieldWidth;
EditorGUILayout.Space();
EditorGUILayout.Space();
EditorGUILayout.LabelField("[ CONDITIONS ] (" + DebugConditions.arraySize + ")", GraphyEditorStyle.HeaderStyle2);
EditorGUILayout.PropertyField
(
ConditionEvaluation,
new GUIContent("Condition evaluation")
);
EditorGUILayout.Space();
if (DebugConditions.arraySize < 1)
{
DebugConditions.InsertArrayElementAtIndex(DebugConditions.arraySize);
m_selectedDebugPacketCondition = 0;
}
EditorGUILayout.BeginHorizontal();
List<string> debugPacketConditionNames = new List<string>();
for (int i = 0; i < DebugConditions.arraySize; i++)
{
SerializedProperty listItem = DebugConditions.GetArrayElementAtIndex(i);
// NOTE: If the Popup detects two equal strings, it just paints 1, that's why I always add the "i"
string conditionName = (i + 1).ToString() + " - ";
conditionName += GetComparerStringFromDebugVariable((GraphyDebugger.DebugVariable)listItem.FindPropertyRelative("Variable").intValue) + " ";
conditionName += GetComparerStringFromDebugComparer((GraphyDebugger.DebugComparer)listItem.FindPropertyRelative("Comparer").intValue) + " ";
conditionName += listItem.FindPropertyRelative("Value").floatValue.ToString();
debugPacketConditionNames.Add(conditionName);
}
m_selectedDebugPacketCondition = EditorGUILayout.Popup(m_selectedDebugPacketCondition, debugPacketConditionNames.ToArray());
GUI.color = new Color(0.7f, 1f, 0.0f, 1f);
if (GUILayout.Button("Add", GUILayout.Width(60)))
{
DebugConditions.InsertArrayElementAtIndex(DebugConditions.arraySize);
}
if (DebugConditions.arraySize > 1)
{
GUI.color = new Color(1f, 0.7f, 0.0f, 1f);
}
else
{
GUI.color = new Color(1f, 0.7f, 0.0f, 0.5f);
}
//Remove this index from the List
if (GUILayout.Button("Remove", GUILayout.Width(60)))
{
if (DebugConditions.arraySize > 1)
{
DebugConditions.DeleteArrayElementAtIndex(m_selectedDebugPacketCondition);
if (m_selectedDebugPacketCondition > 0)
{
m_selectedDebugPacketCondition--;
}
}
}
GUI.color = defaultGUIColor;
EditorGUILayout.EndHorizontal();
SerializedProperty conditionListItemSelected = DebugConditions.GetArrayElementAtIndex(m_selectedDebugPacketCondition);
SerializedProperty Variable = conditionListItemSelected.FindPropertyRelative("Variable");
SerializedProperty Comparer = conditionListItemSelected.FindPropertyRelative("Comparer");
SerializedProperty Value = conditionListItemSelected.FindPropertyRelative("Value");
EditorGUILayout.PropertyField
(
Variable,
new GUIContent("Variable")
);
EditorGUILayout.PropertyField
(
Comparer,
new GUIContent("Comparer")
);
EditorGUILayout.PropertyField
(
Value,
new GUIContent("Value")
);
EditorGUILayout.Space();
EditorGUILayout.Space();
EditorGUILayout.LabelField("[ ACTIONS ]", GraphyEditorStyle.HeaderStyle2);
EditorGUIUtility.labelWidth = 140;
EditorGUIUtility.fieldWidth = 35;
EditorGUILayout.PropertyField
(
MessageType,
new GUIContent("Message type")
);
EditorGUILayout.PropertyField(Message);
TakeScreenshot.boolValue = EditorGUILayout.Toggle
(
new GUIContent
(
text: "Take screenshot",
tooltip: "If true, it takes a screenshot and stores it. The location where the image is written to can include a directory/folder list. With no directory/folder list the image will be written into the Project folder. On mobile platforms the filename is appended to the persistent data path."
),
value: TakeScreenshot.boolValue
);
if (TakeScreenshot.boolValue)
{
EditorGUILayout.PropertyField
(
ScreenshotFileName,
new GUIContent
(
text: "Screenshot file name",
tooltip: "Avoid this characters: * . \" / \\ [ ] : ; | = , \n\nIt will have the date appended at the end to avoid overwriting."
)
);
}
DebugBreak.boolValue = EditorGUILayout.Toggle
(
new GUIContent
(
text: "Debug Break",
tooltip: "If true, it pauses the editor"
),
DebugBreak.boolValue
);
EditorGUILayout.PropertyField(UnityEvents);
EditorGUIUtility.labelWidth = defaultLabelWidth;
EditorGUIUtility.fieldWidth = defaultFieldWidth;
serializedObject.ApplyModifiedProperties();
}
#endregion
#region Methods -> Private
private void SetDefaultDebugPacketValues(SerializedProperty debugPacketSerializedProperty)
{
GraphyDebugger.DebugPacket debugPacket = new GraphyDebugger.DebugPacket();
debugPacketSerializedProperty.GetArrayElementAtIndex(debugPacketSerializedProperty.arraySize - 1)
.FindPropertyRelative("Active")
.boolValue = debugPacket.Active;
debugPacketSerializedProperty.GetArrayElementAtIndex(debugPacketSerializedProperty.arraySize - 1)
.FindPropertyRelative("Id")
.intValue = debugPacketSerializedProperty.arraySize;
debugPacketSerializedProperty.GetArrayElementAtIndex(debugPacketSerializedProperty.arraySize - 1)
.FindPropertyRelative("ExecuteOnce")
.boolValue = debugPacket.ExecuteOnce;
debugPacketSerializedProperty.GetArrayElementAtIndex(debugPacketSerializedProperty.arraySize - 1)
.FindPropertyRelative("InitSleepTime")
.floatValue = debugPacket.InitSleepTime;
debugPacketSerializedProperty.GetArrayElementAtIndex(debugPacketSerializedProperty.arraySize - 1)
.FindPropertyRelative("ExecuteSleepTime")
.floatValue = debugPacket.ExecuteSleepTime;
}
private string GetComparerStringFromDebugVariable(GraphyDebugger.DebugVariable debugVariable)
{
switch (debugVariable)
{
case GraphyDebugger.DebugVariable.Fps:
return "FPS Current";
case GraphyDebugger.DebugVariable.Fps_Min:
return "FPS Min";
case GraphyDebugger.DebugVariable.Fps_Max:
return "FPS Max";
case GraphyDebugger.DebugVariable.Fps_Avg:
return "FPS Avg";
case GraphyDebugger.DebugVariable.Ram_Allocated:
return "Ram Allocated";
case GraphyDebugger.DebugVariable.Ram_Reserved:
return "Ram Reserved";
case GraphyDebugger.DebugVariable.Ram_Mono:
return "Ram Mono";
case GraphyDebugger.DebugVariable.Audio_DB:
return "Audio DB";
default:
return null;
}
}
private string GetComparerStringFromDebugComparer(GraphyDebugger.DebugComparer debugComparer)
{
switch (debugComparer)
{
case GraphyDebugger.DebugComparer.Less_than:
return "<";
case GraphyDebugger.DebugComparer.Equals_or_less_than:
return "<=";
case GraphyDebugger.DebugComparer.Equals:
return "==";
case GraphyDebugger.DebugComparer.Equals_or_greater_than:
return ">=";
case GraphyDebugger.DebugComparer.Greater_than:
return ">";
default:
return null;
}
}
#endregion
}
}

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@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 4a96825e094d61441b5247d0c32652b3
timeCreated: 1514907656
licenseType: Store
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,118 @@
/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 02-Jan-18
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using System;
using System.IO;
using UnityEditor;
using UnityEngine;
namespace Tayx.Graphy
{
internal static class GraphyEditorStyle
{
#region Variables -> Private
private static Texture2D _managerLogoTexture = null;
private static Texture2D _debuggerLogoTexture = null;
private static GUISkin m_skin = null;
private static GUIStyle m_headerStyle1 = null;
private static GUIStyle m_headerStyle2 = null;
private static GUIStyle m_foldoutStyle = null;
private static string path;
#endregion
#region Properties -> Public
public static Texture2D ManagerLogoTexture => _managerLogoTexture;
public static Texture2D DebuggerLogoTexture => _debuggerLogoTexture;
public static GUISkin Skin => m_skin;
public static GUIStyle HeaderStyle1 => m_headerStyle1;
public static GUIStyle HeaderStyle2 => m_headerStyle2;
public static GUIStyle FoldoutStyle => m_foldoutStyle;
#endregion
#region Static Constructor
static GraphyEditorStyle()
{
string managerLogoGuid = AssetDatabase.FindAssets( $"Manager_Logo_{(EditorGUIUtility.isProSkin ? "White" : "Dark")}" )[0];
string debuggerLogoGuid = AssetDatabase.FindAssets( $"Debugger_Logo_{(EditorGUIUtility.isProSkin ? "White" : "Dark")}" )[0];
string guiSkinGuid = AssetDatabase.FindAssets( "GraphyGUISkin" )[ 0 ];
_managerLogoTexture = AssetDatabase.LoadAssetAtPath<Texture2D>
(
AssetDatabase.GUIDToAssetPath( managerLogoGuid )
);
_debuggerLogoTexture = AssetDatabase.LoadAssetAtPath<Texture2D>
(
AssetDatabase.GUIDToAssetPath( debuggerLogoGuid )
);
m_skin = AssetDatabase.LoadAssetAtPath<GUISkin>
(
AssetDatabase.GUIDToAssetPath( guiSkinGuid )
);
if (m_skin != null)
{
m_headerStyle1 = m_skin.GetStyle("Header1");
m_headerStyle2 = m_skin.GetStyle("Header2");
SetGuiStyleFontColor
(
guiStyle: m_headerStyle2,
color: EditorGUIUtility.isProSkin ? Color.white : Color.black
);
}
else
{
m_headerStyle1 = EditorStyles.boldLabel;
m_headerStyle2 = EditorStyles.boldLabel;
}
m_foldoutStyle = new GUIStyle(EditorStyles.foldout)
{
font = m_headerStyle2.font,
fontStyle = m_headerStyle2.fontStyle,
contentOffset = Vector2.down * 3f
};
SetGuiStyleFontColor
(
guiStyle: m_foldoutStyle,
color: EditorGUIUtility.isProSkin ? Color.white : Color.black
);
}
#endregion
#region Methods -> Private
private static void SetGuiStyleFontColor(GUIStyle guiStyle, Color color)
{
guiStyle.normal.textColor = color;
guiStyle.hover.textColor = color;
guiStyle.active.textColor = color;
guiStyle.focused.textColor = color;
guiStyle.onNormal.textColor = color;
guiStyle.onHover.textColor = color;
guiStyle.onActive.textColor = color;
guiStyle.onFocused.textColor = color;
}
#endregion
}
}

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fileFormatVersion: 2
guid: 1bb06e7c222a60f47a476e2648224330
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,839 @@
/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 20-Dec-17
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using System;
using UnityEngine;
using System.IO;
using UnityEditor;
namespace Tayx.Graphy
{
[CustomEditor(typeof(GraphyManager))]
internal class GraphyManagerEditor : Editor
{
/* ----- TODO: ----------------------------
* Add summaries to the variables.
* Add summaries to the functions.
* --------------------------------------*/
#region Variables -> Private
private GraphyManager m_target;
private int[] m_spectrumSizeValues =
{
128,
256,
512,
1024,
2048,
4096,
8192
};
#region Section -> Settings
private SerializedProperty m_graphyMode;
private SerializedProperty m_enableOnStartup;
private SerializedProperty m_keepAlive;
private SerializedProperty m_background;
private SerializedProperty m_backgroundColor;
private SerializedProperty m_enableHotkeys;
private SerializedProperty m_toggleModeKeyCode;
private SerializedProperty m_toggleModeCtrl;
private SerializedProperty m_toggleModeAlt;
private SerializedProperty m_toggleActiveKeyCode;
private SerializedProperty m_toggleActiveCtrl;
private SerializedProperty m_toggleActiveAlt;
private SerializedProperty m_graphModulePosition;
#endregion
#region Section -> FPS
private bool m_fpsModuleInspectorToggle = true;
private SerializedProperty m_fpsModuleState;
private SerializedProperty m_goodFpsColor;
private SerializedProperty m_goodFpsThreshold;
private SerializedProperty m_cautionFpsColor;
private SerializedProperty m_cautionFpsThreshold;
private SerializedProperty m_criticalFpsColor;
private SerializedProperty m_fpsGraphResolution;
private SerializedProperty m_fpsTextUpdateRate;
#endregion
#region Section -> RAM
private bool m_ramModuleInspectorToggle = true;
private SerializedProperty m_ramModuleState;
private SerializedProperty m_allocatedRamColor;
private SerializedProperty m_reservedRamColor;
private SerializedProperty m_monoRamColor;
private SerializedProperty m_ramGraphResolution;
private SerializedProperty m_ramTextUpdateRate;
#endregion
#region Section -> Audio
private bool m_audioModuleInspectorToggle = true;
private SerializedProperty m_findAudioListenerInCameraIfNull;
private SerializedProperty m_audioListener;
private SerializedProperty m_audioModuleState;
private SerializedProperty m_audioGraphColor;
private SerializedProperty m_audioGraphResolution;
private SerializedProperty m_audioTextUpdateRate;
private SerializedProperty m_FFTWindow;
private SerializedProperty m_spectrumSize;
#endregion
#region Section -> Advanced Settings
private bool m_advancedModuleInspectorToggle = true;
private SerializedProperty m_advancedModulePosition;
private SerializedProperty m_advancedModuleState;
#endregion
#endregion
#region Methods -> Unity Callbacks
private void OnEnable()
{
m_target = (GraphyManager)target;
SerializedObject serObj = serializedObject;
#region Section -> Settings
m_graphyMode = serObj.FindProperty("m_graphyMode");
m_enableOnStartup = serObj.FindProperty("m_enableOnStartup");
m_keepAlive = serObj.FindProperty("m_keepAlive");
m_background = serObj.FindProperty("m_background");
m_backgroundColor = serObj.FindProperty("m_backgroundColor");
m_enableHotkeys = serObj.FindProperty("m_enableHotkeys");
m_toggleModeKeyCode = serObj.FindProperty("m_toggleModeKeyCode");
m_toggleModeCtrl = serObj.FindProperty("m_toggleModeCtrl");
m_toggleModeAlt = serObj.FindProperty("m_toggleModeAlt");
m_toggleActiveKeyCode = serObj.FindProperty("m_toggleActiveKeyCode");
m_toggleActiveCtrl = serObj.FindProperty("m_toggleActiveCtrl");
m_toggleActiveAlt = serObj.FindProperty("m_toggleActiveAlt");
m_graphModulePosition = serObj.FindProperty("m_graphModulePosition");
#endregion
#region Section -> FPS
m_fpsModuleState = serObj.FindProperty("m_fpsModuleState");
m_goodFpsColor = serObj.FindProperty("m_goodFpsColor");
m_goodFpsThreshold = serObj.FindProperty("m_goodFpsThreshold");
m_cautionFpsColor = serObj.FindProperty("m_cautionFpsColor");
m_cautionFpsThreshold = serObj.FindProperty("m_cautionFpsThreshold");
m_criticalFpsColor = serObj.FindProperty("m_criticalFpsColor");
m_fpsGraphResolution = serObj.FindProperty("m_fpsGraphResolution");
m_fpsTextUpdateRate = serObj.FindProperty("m_fpsTextUpdateRate");
#endregion
#region Section -> RAM
m_ramModuleState = serObj.FindProperty("m_ramModuleState");
m_allocatedRamColor = serObj.FindProperty("m_allocatedRamColor");
m_reservedRamColor = serObj.FindProperty("m_reservedRamColor");
m_monoRamColor = serObj.FindProperty("m_monoRamColor");
m_ramGraphResolution = serObj.FindProperty("m_ramGraphResolution");
m_ramTextUpdateRate = serObj.FindProperty("m_ramTextUpdateRate");
#endregion
#region Section -> Audio
m_findAudioListenerInCameraIfNull = serObj.FindProperty("m_findAudioListenerInCameraIfNull");
m_audioListener = serObj.FindProperty("m_audioListener");
m_audioModuleState = serObj.FindProperty("m_audioModuleState");
m_audioGraphColor = serObj.FindProperty("m_audioGraphColor");
m_audioGraphResolution = serObj.FindProperty("m_audioGraphResolution");
m_audioTextUpdateRate = serObj.FindProperty("m_audioTextUpdateRate");
m_FFTWindow = serObj.FindProperty("m_FFTWindow");
m_spectrumSize = serObj.FindProperty("m_spectrumSize");
#endregion
#region Section -> Advanced Settings
m_advancedModulePosition = serObj.FindProperty("m_advancedModulePosition");
m_advancedModuleState = serObj.FindProperty("m_advancedModuleState");
#endregion
}
#endregion
#region Methods -> Public Override
public override void OnInspectorGUI()
{
if (m_target == null && target == null)
{
base.OnInspectorGUI();
return;
}
float defaultLabelWidth = EditorGUIUtility.labelWidth;
float defaultFieldWidth = EditorGUIUtility.fieldWidth;
//===== CONTENT REGION ========================================================================
GUILayout.Space(20);
#region Section -> Logo
if (GraphyEditorStyle.ManagerLogoTexture != null)
{
GUILayout.Label
(
image: GraphyEditorStyle.ManagerLogoTexture,
style: new GUIStyle(GUI.skin.GetStyle("Label"))
{
alignment = TextAnchor.UpperCenter
}
);
GUILayout.Space(10);
}
else
{
EditorGUILayout.LabelField
(
label: "[ GRAPHY - MANAGER ]",
style: GraphyEditorStyle.HeaderStyle1
);
}
#endregion
GUILayout.Space(5); //Extra pixels added when the logo is used.
#region Section -> Settings
EditorGUIUtility.labelWidth = 130;
EditorGUIUtility.fieldWidth = 35;
EditorGUILayout.PropertyField
(
m_graphyMode,
new GUIContent
(
text: "Graphy Mode",
tooltip: "LIGHT mode increases compatibility with mobile and older, less powerful GPUs, but reduces the maximum graph resolutions to 128."
)
);
GUILayout.Space(10);
m_enableOnStartup.boolValue = EditorGUILayout.Toggle
(
new GUIContent
(
text: "Enable On Startup",
tooltip: "If ticked, Graphy will be displayed by default on startup, otherwise it will initiate and hide."
),
value: m_enableOnStartup.boolValue
);
// This is a neat trick to hide Graphy in the Scene if it's going to be deactivated in play mode so that it doesn't use screen space.
if (!Application.isPlaying)
{
m_target.GetComponent<Canvas>().enabled = m_enableOnStartup.boolValue;
}
m_keepAlive.boolValue = EditorGUILayout.Toggle
(
new GUIContent
(
text: "Keep Alive",
tooltip: "If ticked, it will survive scene changes.\n\nCAREFUL, if you set Graphy as a child of another GameObject, the root GameObject will also survive scene changes. If you want to avoid that put Graphy in the root of the Scene as its own entity."
),
value: m_keepAlive.boolValue
);
GUILayout.Space(10);
EditorGUILayout.BeginHorizontal();
m_background.boolValue = EditorGUILayout.Toggle
(
new GUIContent
(
text: "Background",
tooltip: "If ticked, it will show a background overlay to improve readability in cluttered scenes."
),
value: m_background.boolValue
);
m_backgroundColor.colorValue = EditorGUILayout.ColorField(m_backgroundColor.colorValue);
EditorGUILayout.EndHorizontal();
GUILayout.Space(10);
m_enableHotkeys.boolValue = EditorGUILayout.Toggle
(
new GUIContent
(
text: "Enable Hotkeys",
tooltip: "If ticked, it will enable the hotkeys to be able to modify Graphy in runtime with custom keyboard shortcuts."
),
value: m_enableHotkeys.boolValue
);
if (m_enableHotkeys.boolValue)
{
EditorGUILayout.BeginHorizontal();
EditorGUIUtility.labelWidth = 130;
EditorGUIUtility.fieldWidth = 35;
EditorGUILayout.PropertyField
(
m_toggleModeKeyCode,
new GUIContent
(
text: "Toggle Mode Key",
tooltip: "If ticked, it will require clicking this key and the other ones you have set up."
)
);
EditorGUIUtility.labelWidth = 30;
EditorGUIUtility.fieldWidth = 35;
m_toggleModeCtrl.boolValue = EditorGUILayout.Toggle
(
new GUIContent
(
text: "Ctrl",
tooltip: "If ticked, it will require clicking Ctrl and the other keys you have set up."
),
value: m_toggleModeCtrl.boolValue
);
m_toggleModeAlt.boolValue = EditorGUILayout.Toggle
(
new GUIContent
(
text: "Alt",
tooltip: "If ticked, it will require clicking Alt and the other keys you have set up."
),
value: m_toggleModeAlt.boolValue
);
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
EditorGUIUtility.labelWidth = 130;
EditorGUIUtility.fieldWidth = 35;
EditorGUILayout.PropertyField
(
m_toggleActiveKeyCode,
new GUIContent
(
text: "Toggle Active Key",
tooltip: "If ticked, it will require clicking this key and the other ones you have set up."
)
);
EditorGUIUtility.labelWidth = 30;
EditorGUIUtility.fieldWidth = 35;
m_toggleActiveCtrl.boolValue = EditorGUILayout.Toggle
(
new GUIContent
(
text: "Ctrl",
tooltip: "If ticked, it will require clicking Ctrl and the other kesy you have set up."
),
value: m_toggleActiveCtrl.boolValue
);
m_toggleActiveAlt.boolValue = EditorGUILayout.Toggle
(
new GUIContent
(
text: "Alt",
tooltip: "If ticked, it will require clicking Alt and the other keys you have set up."
),
value: m_toggleActiveAlt.boolValue
);
EditorGUILayout.EndHorizontal();
}
GUILayout.Space(15);
EditorGUIUtility.labelWidth = 155;
EditorGUIUtility.fieldWidth = 35;
EditorGUILayout.PropertyField
(
m_graphModulePosition,
new GUIContent
(
text: "Graph modules position",
tooltip: "Defines in which corner the modules will be located."
)
);
#endregion
GUILayout.Space(20);
#region Section -> FPS
m_fpsModuleInspectorToggle = EditorGUILayout.Foldout
(
m_fpsModuleInspectorToggle,
content: " [ FPS ]",
style: GraphyEditorStyle.FoldoutStyle
);
GUILayout.Space(5);
if (m_fpsModuleInspectorToggle)
{
EditorGUILayout.PropertyField
(
m_fpsModuleState,
new GUIContent
(
text: "Module state",
tooltip: "FULL -> Text + Graph \nTEXT -> Just text \nOFF -> Turned off"
)
);
GUILayout.Space(5);
EditorGUILayout.LabelField("Fps thresholds and colors:");
EditorGUI.indentLevel++;
EditorGUILayout.BeginHorizontal();
m_goodFpsThreshold.intValue = EditorGUILayout.IntField
(
new GUIContent
(
text: "- Good",
tooltip: "When FPS rise above this value, this color will be used."
),
value: m_goodFpsThreshold.intValue
);
m_goodFpsColor.colorValue = EditorGUILayout.ColorField(m_goodFpsColor.colorValue);
EditorGUILayout.EndHorizontal();
if (m_goodFpsThreshold.intValue <= m_cautionFpsThreshold.intValue && m_goodFpsThreshold.intValue > 1)
{
m_cautionFpsThreshold.intValue = m_goodFpsThreshold.intValue - 1;
}
else if (m_goodFpsThreshold.intValue <= 1)
{
m_goodFpsThreshold.intValue = 2;
}
EditorGUILayout.BeginHorizontal();
m_cautionFpsThreshold.intValue = EditorGUILayout.IntField
(
new GUIContent
(
text: "- Caution",
tooltip: "When FPS falls between this and the Good value, this color will be used."
),
value: m_cautionFpsThreshold.intValue
);
m_cautionFpsColor.colorValue = EditorGUILayout.ColorField(m_cautionFpsColor.colorValue);
EditorGUILayout.EndHorizontal();
if (m_cautionFpsThreshold.intValue >= m_goodFpsThreshold.intValue)
{
m_cautionFpsThreshold.intValue = m_goodFpsThreshold.intValue - 1;
}
else if (m_cautionFpsThreshold.intValue <= 0)
{
m_cautionFpsThreshold.intValue = 1;
}
EditorGUILayout.BeginHorizontal();
EditorGUILayout.IntField
(
new GUIContent
(
text: "- Critical",
tooltip: "When FPS falls below the Caution value, this color will be used. (You can't have negative FPS, so this value is just for reference, it can't be changed)."
),
value: 0
);
m_criticalFpsColor.colorValue = EditorGUILayout.ColorField(m_criticalFpsColor.colorValue);
EditorGUILayout.EndHorizontal();
EditorGUI.indentLevel--;
if (m_fpsModuleState.intValue == 0)
{
m_fpsGraphResolution.intValue = EditorGUILayout.IntSlider
(
new GUIContent
(
text: "Graph resolution",
tooltip: "Defines the amount of points in the graph"
),
m_fpsGraphResolution.intValue,
leftValue: 20,
rightValue: m_graphyMode.intValue == 0 ? 300 : 128
);
}
m_fpsTextUpdateRate.intValue = EditorGUILayout.IntSlider
(
new GUIContent
(
text: "Text update rate",
tooltip: "Defines the amount times the text is updated in 1 second."
),
m_fpsTextUpdateRate.intValue,
leftValue: 1,
rightValue: 60
);
}
#endregion
GUILayout.Space(20);
#region Section -> RAM
m_ramModuleInspectorToggle = EditorGUILayout.Foldout
(
m_ramModuleInspectorToggle,
content: " [ RAM ]",
style: GraphyEditorStyle.FoldoutStyle
);
GUILayout.Space(5);
if (m_ramModuleInspectorToggle)
{
EditorGUILayout.PropertyField
(
m_ramModuleState,
new GUIContent
(
text: "Module state",
tooltip: "FULL -> Text + Graph \nTEXT -> Just text \nOFF -> Turned off"
)
);
GUILayout.Space(5);
EditorGUILayout.LabelField("Graph colors:");
EditorGUI.indentLevel++;
m_allocatedRamColor.colorValue = EditorGUILayout.ColorField
(
label: "- Allocated",
value: m_allocatedRamColor.colorValue
);
m_reservedRamColor.colorValue = EditorGUILayout.ColorField
(
label: "- Reserved",
value: m_reservedRamColor.colorValue
);
m_monoRamColor.colorValue = EditorGUILayout.ColorField
(
label: "- Mono",
value: m_monoRamColor.colorValue
);
EditorGUI.indentLevel--;
if (m_ramModuleState.intValue == 0)
{
m_ramGraphResolution.intValue = EditorGUILayout.IntSlider(
new GUIContent
(
text: "Graph resolution",
tooltip: "Defines the amount of points are in the graph"
),
m_ramGraphResolution.intValue,
leftValue: 20,
rightValue: m_graphyMode.intValue == 0 ? 300 : 128
);
}
m_ramTextUpdateRate.intValue = EditorGUILayout.IntSlider
(
new GUIContent
(
text: "Text update rate",
tooltip: "Defines the amount times the text is updated in 1 second."
),
m_ramTextUpdateRate.intValue,
leftValue: 1,
rightValue: 60
);
}
#endregion
GUILayout.Space(20);
#region Section -> Audio
m_audioModuleInspectorToggle = EditorGUILayout.Foldout
(
m_audioModuleInspectorToggle,
content: " [ AUDIO ]",
style: GraphyEditorStyle.FoldoutStyle
);
GUILayout.Space(5);
if (m_audioModuleInspectorToggle)
{
EditorGUILayout.PropertyField
(
m_audioModuleState,
new GUIContent
(
text: "Module state",
tooltip: "FULL -> Text + Graph \nTEXT -> Just text \nOFF -> Turned off"
)
);
GUILayout.Space(5);
EditorGUILayout.PropertyField
(
m_findAudioListenerInCameraIfNull,
new GUIContent
(
text: "Find audio listener",
tooltip: "Tries to find the AudioListener in the Main camera in the scene. (if AudioListener is null)"
)
);
EditorGUILayout.PropertyField
(
m_audioListener,
new GUIContent
(
text: "Audio Listener",
tooltip: "Graphy will take the data from this Listener. If none are specified, it will try to get it from the Main Camera in the scene."
)
);
if (m_audioModuleState.intValue == 0)
{
m_audioGraphColor.colorValue = EditorGUILayout.ColorField
(
label: "Graph color",
value: m_audioGraphColor.colorValue
);
m_audioGraphResolution.intValue = EditorGUILayout.IntSlider
(
new GUIContent
(
text: "Graph resolution",
tooltip: "Defines the amount of points that are in the graph."
),
m_audioGraphResolution.intValue,
leftValue: 20,
rightValue: m_graphyMode.intValue == 0 ? 300 : 128
);
// Forces the value to be a multiple of 3, this way the audio graph is painted correctly
if (m_audioGraphResolution.intValue % 3 != 0 && m_audioGraphResolution.intValue < 300)
{
m_audioGraphResolution.intValue += 3 - m_audioGraphResolution.intValue % 3;
}
//TODO: Figure out why a static version of the ForceMultipleOf3 isnt used.
}
EditorGUILayout.PropertyField
(
m_FFTWindow,
new GUIContent
(
text: "FFT Window",
tooltip: "Used to reduce leakage between frequency bins/bands. Note, the more complex window type, the better the quality, but reduced speed. \n\nSimplest is rectangular. Most complex is BlackmanHarris"
)
);
m_spectrumSize.intValue = EditorGUILayout.IntSlider
(
new GUIContent
(
text: "Spectrum size",
tooltip: "Has to be a power of 2 between 128-8192. The higher sample rate, the less precision but also more impact on performance. Careful with mobile devices"
),
m_spectrumSize.intValue,
leftValue: 128,
rightValue: 8192
);
int closestSpectrumIndex = 0;
int minDistanceToSpectrumValue = 100000;
for (int i = 0; i < m_spectrumSizeValues.Length; i++)
{
int newDistance = Mathf.Abs
(
value: m_spectrumSize.intValue - m_spectrumSizeValues[i]
);
if (newDistance < minDistanceToSpectrumValue)
{
minDistanceToSpectrumValue = newDistance;
closestSpectrumIndex = i;
}
}
m_spectrumSize.intValue = m_spectrumSizeValues[closestSpectrumIndex];
m_audioTextUpdateRate.intValue = EditorGUILayout.IntSlider
(
new GUIContent
(
text: "Text update rate",
tooltip: "Defines the amount times the text is updated in 1 second"
),
m_audioTextUpdateRate.intValue,
leftValue: 1,
rightValue: 60
);
}
#endregion
GUILayout.Space(20);
#region Section -> Advanced Settings
m_advancedModuleInspectorToggle = EditorGUILayout.Foldout
(
m_advancedModuleInspectorToggle,
content: " [ ADVANCED DATA ]",
style: GraphyEditorStyle.FoldoutStyle
);
GUILayout.Space(5);
if (m_advancedModuleInspectorToggle)
{
EditorGUILayout.PropertyField(m_advancedModulePosition);
EditorGUILayout.PropertyField
(
m_advancedModuleState,
new GUIContent
(
text: "Module state",
tooltip: "FULL -> Text \nOFF -> Turned off"
)
);
}
#endregion;
EditorGUIUtility.labelWidth = defaultLabelWidth;
EditorGUIUtility.fieldWidth = defaultFieldWidth;
serializedObject.ApplyModifiedProperties();
}
#endregion
#region Methods -> Private
#endregion
}
}

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@ -0,0 +1,11 @@
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MonoImporter:
externalObjects: {}
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icon: {instanceID: 0}
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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 20-Dec-17
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using UnityEditor;
using UnityEngine;
namespace Tayx.Graphy
{
public class GraphyMenuItem
{
[MenuItem("Tools/Graphy/Create Prefab Variant")]
static void CreatePrefabVariant()
{
// Directory checking
if (!AssetDatabase.IsValidFolder("Assets/Graphy - Ultimate Stats Monitor"))
{
AssetDatabase.CreateFolder("Assets", "Graphy - Ultimate Stats Monitor");
}
if (!AssetDatabase.IsValidFolder( "Assets/Graphy - Ultimate Stats Monitor/Prefab Variants" ) )
{
AssetDatabase.CreateFolder("Assets/Graphy - Ultimate Stats Monitor", "Prefab Variants" );
}
string graphyPrefabGuid = AssetDatabase.FindAssets( "[Graphy]" )[ 0 ];
Object originalPrefab = (GameObject)AssetDatabase.LoadAssetAtPath( AssetDatabase.GUIDToAssetPath( graphyPrefabGuid ), typeof(GameObject));
GameObject objectSource = PrefabUtility.InstantiatePrefab(originalPrefab) as GameObject;
int prefabVariantCount =
AssetDatabase.FindAssets( "Graphy_Variant", new []{ "Assets/Graphy - Ultimate Stats Monitor/Prefab Variants" } ).Length;
GameObject prefabVariant = PrefabUtility.SaveAsPrefabAsset(objectSource, $"Assets/Graphy - Ultimate Stats Monitor/Prefab Variants/Graphy_Variant_{prefabVariantCount}.prefab" );
Object.DestroyImmediate(objectSource);
foreach(SceneView scene in SceneView.sceneViews)
{
scene.ShowNotification(new GUIContent( "Prefab Variant Created at \"Assets/Graphy - Ultimate Stats Monitor/Prefab\"!" ) );
}
}
[MenuItem( "Tools/Graphy/Import Graphy Customization Scene" )]
static void ImportGraphyCustomizationScene()
{
string customizationSceneGuid = AssetDatabase.FindAssets( "Graphy_CustomizationScene" )[ 0 ];
AssetDatabase.ImportPackage( AssetDatabase.GUIDToAssetPath( customizationSceneGuid ), true );
}
}
}

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{
"name": "Tayx.Graphy.Editor",
"references": [
"GUID:18e5109d897e1b244ab2dfeaf5482c7b"
],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [
{
"name": "com.unity.inputsystem",
"expression": "",
"define": "GRAPHY_NEW_INPUT"
}
],
"noEngineReferences": false
}

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externalObjects: {}
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Eric Tirado - NORTHWEST - BOLD, ROUGH - BETA
Version 0.6 2016
________________________________________________________________________________________
This font demo is free for personal and commercial use.
DonÕt resell, donÕt rename, share it with this txt file. Easy.
Sign up at tira.do/nw to get a good deal on our final release (coming soon) and be in the loop for more awesomeness!
________________________________________________________________________________________
fonts@erictirado.com
Eric Tirado © 2016 - All Rights Reserved
_______________________________________________________________________________________
_______________________________________________________________________________________

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timeCreated: 1516718196
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Apache License
Version 2.0, January 2004
http://www.apache.org/licenses/
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
1. Definitions.
"License" shall mean the terms and conditions for use, reproduction,
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MIT License
Copyright (c) 2018 Martín Pane
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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# Graphy - Ultimate FPS Counter - Stats Monitor & Debugger (Unity)
[![openupm](https://img.shields.io/npm/v/com.tayx.graphy?label=openupm&registry_uri=https://package.openupm.com)](https://openupm.com/packages/com.tayx.graphy/)
[![License: MIT](https://img.shields.io/badge/License-MIT-brightgreen.svg)](https://github.com/Tayx94/graphy/blob/master/LICENSE)
[![Unity 2019.3+](https://img.shields.io/badge/unity-2019.3%2B-blue.svg)](https://unity3d.com/get-unity/download)
[![Open Issues](https://img.shields.io/github/issues-raw/tayx94/graphy)](https://github.com/Tayx94/graphy/issues)
[![Downloads](https://img.shields.io/github/downloads/tayx94/graphy/total)](https://github.com/Tayx94/graphy/releases)
[![Contributors](https://img.shields.io/github/contributors/tayx94/graphy)](https://github.com/Tayx94/graphy/graphs/contributors)
[![Stars](https://img.shields.io/github/stars/Tayx94/graphy)](https://github.com/Tayx94/graphy)
[![Forks](https://img.shields.io/github/forks/Tayx94/graphy)](https://github.com/Tayx94/graphy)
[![Chat Discord](https://img.shields.io/discord/406037880314789889)](https://discord.gg/2KgNEHK?)
[![Twitter](https://img.shields.io/twitter/follow/martintayx?label=Follow&style=social)](http://twitter.com/intent/user?screen_name=martinTayx)
**Links:** [Discord](https://discord.gg/2KgNEHK?) | [Mail](mailto:martintayx@gmail.com) | [Twitter](http://twitter.com/intent/user?screen_name=martinTayx) | [Asset store](https://assetstore.unity.com/packages/tools/gui/graphy-ultimate-stats-monitor-debugger-105778) | [Forum post](https://forum.unity.com/threads/graphy-ultimate-stats-monitor-debugger-released.517387/) | [Donations](https://www.paypal.me/MartinPaneUK)
**WINNER** of the **BEST DEVELOPMENT ASSET** in the **Unity Awards 2018**.
![Graphy Image](https://image.ibb.co/dbcDu8/2018_07_15_15_10_05.gif)
Graphy is the ultimate, easy to use, feature packed FPS Counter, stats monitor and debugger for your Unity project.
**Main Features:**
- Graph & Text:
- FPS
- Memory
- Audio
- Advanced device information
- Debugging tools
With this tool you will be able to visualize and catch when your game has some unexpected hiccup or stutter, and act accordingly!
The debugger allows you to set one or more conditions, that if met will have the consequences you desire, such as taking a screenshot, pausing the editor, printing a message to the console and more! Even call a method from your own code if you want!
**Additional features:**
- Customizable look and feel
- Multiple layouts
- Custom Inspector
- Hotkeys
- Easy to use API (accessible from code)
- Works on multiple platforms
- Background Mode
- Works from Unity 5.4 and up!
- Well documented C# and Shader code included
**Links:**
- [Asset store](https://assetstore.unity.com/packages/tools/gui/graphy-ultimate-stats-monitor-debugger-105778)
- [Forum post](https://forum.unity.com/threads/graphy-ultimate-stats-monitor-debugger-released.517387/)
- [Video Teaser](https://youtu.be/2X3vXxLANk0)
**Contact:**
- [Mail](martintayx@gmail.com)
- [Twitter](https://twitter.com/martinTayx)
- [Discord](https://discord.gg/2KgNEHK?)
## Installation
1. The package is available on the [openupm registry](https://openupm.com). You can install it via [openupm-cli](https://github.com/openupm/openupm-cli).
```
openupm add com.tayx.graphy
```
2. You can also install via git url by adding this entry in your **manifest.json**
```
{
"dependencies": {
...
"com.tayx.graphy": "https://github.com/Tayx94/graphy.git",
...
}
}
```
3. You can also download it from the [Asset Store](https://assetstore.unity.com/packages/tools/gui/graphy-ultimate-stats-monitor-debugger-105778)
4. Click here for old version that supports Unity 5.4+:
[![Unity 5.4+](https://img.shields.io/badge/unity-5.4%2B-blue.svg)](https://github.com/Tayx94/graphy/releases/tag/v1.6.0-Unity5.4)
## Development of Graphy
Maintainer and main developer: **Martín Pane** [![Twitter](https://img.shields.io/twitter/follow/martintayx?label=Follow&style=social)](http://twitter.com/intent/user?screen_name=martinTayx)
Graphy is **FREE** to use, but if it helped you and you want to contribute to its development, feel free to leave a donation!
- [Donation Link](https://www.paypal.me/MartinPaneUK)
### Contributing
Let's make Graphy the go-to for stats monitoring in Unity!
I would really appreciate any contributions! Below you can find a roadmap for future planned features and optimisations that you might be able to help out with. If you want to make a big pull request, please do it on the "dev" branch.
Create a GitHub issue if you want to start a discussion or request a feature, and please label appropriately.
You can also join the [Discord](https://discord.gg/2KgNEHK?) for active discussions with other members of the community.
### Roadmap
**Planned features (No ETA):**
- Add GfxDriver stats to the RAM module.
- Scale Canvas (GetComponent<Canvas>().scaleFactor *= multiplier;) -> If it changes, set again.
- Make a template for a graph + text module so people can create their own easily.
- Allow storing FPS for a predetermined time to allow benchmarks.
- Dump all Graphy Data as a string to:
- File.
- Send to server.
- Send mail.
- Add a preprocessor key #GRAPHY to avoid adding the asset in builds.
## License
Graphy is released under the [MIT license](https://github.com/Tayx94/graphy/blob/master/LICENSE). Although I don't require attribution, I would love to know if you decide to use it in a project! Let me know on [Twitter](https://twitter.com/martinTayx) or by [email](martintayx@gmail.com).

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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 05-Dec-17
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using UnityEngine;
using UnityEngine.UI;
using System.Collections.Generic;
using System.Text;
using Tayx.Graphy.UI;
using Tayx.Graphy.Utils;
using Tayx.Graphy.Utils.NumString;
#if UNITY_5_5_OR_NEWER
using UnityEngine.Profiling;
#endif
namespace Tayx.Graphy.Advanced
{
public class G_AdvancedData : MonoBehaviour, IMovable, IModifiableState
{
#region Variables -> Serialized Private
[SerializeField] private List<Image> m_backgroundImages = new List<Image>();
[SerializeField] private Text m_graphicsDeviceVersionText = null;
[SerializeField] private Text m_processorTypeText = null;
[SerializeField] private Text m_operatingSystemText = null;
[SerializeField] private Text m_systemMemoryText = null;
[SerializeField] private Text m_graphicsDeviceNameText = null;
[SerializeField] private Text m_graphicsMemorySizeText = null;
[SerializeField] private Text m_screenResolutionText = null;
[SerializeField] private Text m_gameWindowResolutionText = null;
[Range(1, 60)]
[SerializeField] private float m_updateRate = 1f; // 1 update per sec.
#endregion
#region Variables -> Private
private GraphyManager m_graphyManager = null;
private RectTransform m_rectTransform = null;
private float m_deltaTime = 0.0f;
private StringBuilder m_sb = null;
private GraphyManager.ModuleState m_previousModuleState = GraphyManager.ModuleState.FULL;
private GraphyManager.ModuleState m_currentModuleState = GraphyManager.ModuleState.FULL;
private readonly string[] m_windowStrings =
{
"Window: ",
"x",
"@",
"Hz",
"[",
"dpi]"
};
#endregion
#region Methods -> Unity Callbacks
private void OnEnable()
{
Init();
}
private void Update()
{
m_deltaTime += Time.unscaledDeltaTime;
if (m_deltaTime > 1f / m_updateRate)
{
// Update screen window resolution
m_sb.Length = 0;
m_sb.Append(m_windowStrings[0]).Append(Screen.width.ToStringNonAlloc())
.Append(m_windowStrings[1]).Append(Screen.height.ToStringNonAlloc())
.Append(m_windowStrings[2]).Append(Screen.currentResolution.refreshRate.ToStringNonAlloc())
.Append(m_windowStrings[3])
.Append(m_windowStrings[4]).Append(((int)Screen.dpi).ToStringNonAlloc())
.Append(m_windowStrings[5]);
m_gameWindowResolutionText.text = m_sb.ToString();
// Reset variables
m_deltaTime = 0f;
}
}
#endregion
#region Methods -> Public
public void SetPosition(GraphyManager.ModulePosition newModulePosition)
{
float xSideOffsetBackgroundImage = Mathf.Abs(m_backgroundImages[0].rectTransform.anchoredPosition.x);
float ySideOffset = Mathf.Abs(m_rectTransform.anchoredPosition.y);
switch (newModulePosition)
{
case GraphyManager.ModulePosition.TOP_LEFT:
m_rectTransform.anchorMax = Vector2.one;
m_rectTransform.anchorMin = Vector2.up;
m_rectTransform.anchoredPosition = new Vector2(0, -ySideOffset);
m_backgroundImages[0].rectTransform.anchorMax = Vector2.up;
m_backgroundImages[0].rectTransform.anchorMin = Vector2.zero;
m_backgroundImages[0].rectTransform.anchoredPosition = new Vector2(xSideOffsetBackgroundImage, 0);
break;
case GraphyManager.ModulePosition.TOP_RIGHT:
m_rectTransform.anchorMax = Vector2.one;
m_rectTransform.anchorMin = Vector2.up;
m_rectTransform.anchoredPosition = new Vector2(0, -ySideOffset);
m_backgroundImages[0].rectTransform.anchorMax = Vector2.one;
m_backgroundImages[0].rectTransform.anchorMin = Vector2.right;
m_backgroundImages[0].rectTransform.anchoredPosition = new Vector2(-xSideOffsetBackgroundImage, 0);
break;
case GraphyManager.ModulePosition.BOTTOM_LEFT:
m_rectTransform.anchorMax = Vector2.right;
m_rectTransform.anchorMin = Vector2.zero;
m_rectTransform.anchoredPosition = new Vector2(0, ySideOffset);
m_backgroundImages[0].rectTransform.anchorMax = Vector2.up;
m_backgroundImages[0].rectTransform.anchorMin = Vector2.zero;
m_backgroundImages[0].rectTransform.anchoredPosition = new Vector2(xSideOffsetBackgroundImage, 0);
break;
case GraphyManager.ModulePosition.BOTTOM_RIGHT:
m_rectTransform.anchorMax = Vector2.right;
m_rectTransform.anchorMin = Vector2.zero;
m_rectTransform.anchoredPosition = new Vector2(0, ySideOffset);
m_backgroundImages[0].rectTransform.anchorMax = Vector2.one;
m_backgroundImages[0].rectTransform.anchorMin = Vector2.right;
m_backgroundImages[0].rectTransform.anchoredPosition = new Vector2(-xSideOffsetBackgroundImage, 0);
break;
case GraphyManager.ModulePosition.FREE:
break;
}
switch (newModulePosition)
{
case GraphyManager.ModulePosition.TOP_LEFT:
case GraphyManager.ModulePosition.BOTTOM_LEFT:
m_processorTypeText .alignment = TextAnchor.UpperLeft;
m_systemMemoryText .alignment = TextAnchor.UpperLeft;
m_graphicsDeviceNameText .alignment = TextAnchor.UpperLeft;
m_graphicsDeviceVersionText .alignment = TextAnchor.UpperLeft;
m_graphicsMemorySizeText .alignment = TextAnchor.UpperLeft;
m_screenResolutionText .alignment = TextAnchor.UpperLeft;
m_gameWindowResolutionText .alignment = TextAnchor.UpperLeft;
m_operatingSystemText .alignment = TextAnchor.UpperLeft;
break;
case GraphyManager.ModulePosition.TOP_RIGHT:
case GraphyManager.ModulePosition.BOTTOM_RIGHT:
m_processorTypeText .alignment = TextAnchor.UpperRight;
m_systemMemoryText .alignment = TextAnchor.UpperRight;
m_graphicsDeviceNameText .alignment = TextAnchor.UpperRight;
m_graphicsDeviceVersionText .alignment = TextAnchor.UpperRight;
m_graphicsMemorySizeText .alignment = TextAnchor.UpperRight;
m_screenResolutionText .alignment = TextAnchor.UpperRight;
m_gameWindowResolutionText .alignment = TextAnchor.UpperRight;
m_operatingSystemText .alignment = TextAnchor.UpperRight;
break;
case GraphyManager.ModulePosition.FREE:
break;
}
}
public void SetState(GraphyManager.ModuleState state, bool silentUpdate = false)
{
if (!silentUpdate)
{
m_previousModuleState = m_currentModuleState;
}
m_currentModuleState = state;
bool active = state == GraphyManager.ModuleState.FULL
|| state == GraphyManager.ModuleState.TEXT
|| state == GraphyManager.ModuleState.BASIC;
gameObject.SetActive(active);
m_backgroundImages.SetAllActive(active && m_graphyManager.Background);
}
/// <summary>
/// Restores state to the previous one.
/// </summary>
public void RestorePreviousState()
{
SetState(m_previousModuleState);
}
public void UpdateParameters()
{
foreach (var image in m_backgroundImages)
{
image.color = m_graphyManager.BackgroundColor;
}
SetPosition(m_graphyManager.AdvancedModulePosition);
SetState(m_graphyManager.AdvancedModuleState);
}
public void RefreshParameters()
{
foreach (var image in m_backgroundImages)
{
image.color = m_graphyManager.BackgroundColor;
}
SetPosition(m_graphyManager.AdvancedModulePosition);
SetState(m_currentModuleState, true);
}
#endregion
#region Methods -> Private
private void Init()
{
G_IntString.Init( 0, 7680 );
m_graphyManager = transform.root.GetComponentInChildren<GraphyManager>();
m_sb = new StringBuilder();
m_rectTransform = GetComponent<RectTransform>();
#region Section -> Text
m_processorTypeText.text
= "CPU: "
+ SystemInfo.processorType
+ " ["
+ SystemInfo.processorCount
+ " cores]";
m_systemMemoryText.text
= "RAM: "
+ SystemInfo.systemMemorySize
+ " MB";
m_graphicsDeviceVersionText.text
= "Graphics API: "
+ SystemInfo.graphicsDeviceVersion;
m_graphicsDeviceNameText.text
= "GPU: "
+ SystemInfo.graphicsDeviceName;
m_graphicsMemorySizeText.text
= "VRAM: "
+ SystemInfo.graphicsMemorySize
+ "MB. Max texture size: "
+ SystemInfo.maxTextureSize
+ "px. Shader level: "
+ SystemInfo.graphicsShaderLevel;
Resolution res = Screen.currentResolution;
m_screenResolutionText.text
= "Screen: "
+ res.width
+ "x"
+ res.height
+ "@"
+ res.refreshRate
+ "Hz";
m_operatingSystemText.text
= "OS: "
+ SystemInfo.operatingSystem
+ " ["
+ SystemInfo.deviceType
+ "]";
float preferredWidth = 0;
// Resize the background overlay
List<Text> texts = new List<Text>()
{
m_graphicsDeviceVersionText,
m_processorTypeText,
m_systemMemoryText,
m_graphicsDeviceNameText,
m_graphicsMemorySizeText,
m_screenResolutionText,
m_gameWindowResolutionText,
m_operatingSystemText
};
foreach (var text in texts)
{
if (text.preferredWidth > preferredWidth)
{
preferredWidth = text.preferredWidth;
}
}
#endregion
#region Section -> Background Images
m_backgroundImages[0].rectTransform.SetSizeWithCurrentAnchors
(
axis: RectTransform.Axis.Horizontal,
size: preferredWidth + 25
);
m_backgroundImages[0].rectTransform.anchoredPosition = new Vector2
(
x: (preferredWidth + 25) / 2 * Mathf.Sign(m_backgroundImages[0].rectTransform.anchoredPosition.x),
y: m_backgroundImages[0].rectTransform.anchoredPosition.y
);
#endregion
UpdateParameters();
}
#endregion
}
}

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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 15-Dec-17
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using Tayx.Graphy.Graph;
using UnityEngine;
using UnityEngine.UI;
namespace Tayx.Graphy.Audio
{
public class G_AudioGraph : G_Graph
{
#region Variables -> Serialized Private
[SerializeField] private Image m_imageGraph = null;
[SerializeField] private Image m_imageGraphHighestValues = null;
[SerializeField] private Shader ShaderFull = null;
[SerializeField] private Shader ShaderLight = null;
[SerializeField] private bool m_isInitialized = false;
#endregion
#region Variables -> Private
private GraphyManager m_graphyManager = null;
private G_AudioMonitor m_audioMonitor = null;
private int m_resolution = 40;
private G_GraphShader m_shaderGraph = null;
private G_GraphShader m_shaderGraphHighestValues = null;
private float[] m_graphArray;
private float[] m_graphArrayHighestValue;
#endregion
#region Methods -> Unity Callbacks
private void OnEnable()
{
/* ----- NOTE: ----------------------------
* We used to Init() here regardless of
* whether this module was enabled.
* The reason we don't Init() here
* anymore is that some users are on
* platforms that do not support the arrays
* in the Shaders.
*
* See: https://github.com/Tayx94/graphy/issues/17
*
* Even though we don't Init() competely
* here anymore, we still need
* m_audioMonitor for in Update()
* --------------------------------------*/
m_audioMonitor = GetComponent<G_AudioMonitor>();
}
private void Update()
{
if (m_audioMonitor.SpectrumDataAvailable)
{
UpdateGraph();
}
}
#endregion
#region Methods -> Public
public void UpdateParameters()
{
if (m_shaderGraph == null)
{
// TODO: While Graphy is disabled (e.g. by default via Ctrl+H) and while in Editor after a Hot-Swap,
// the OnApplicationFocus calls this while m_shaderGraph == null, throwing a NullReferenceException
return;
}
switch (m_graphyManager.GraphyMode)
{
case GraphyManager.Mode.FULL:
m_shaderGraph.ArrayMaxSize = G_GraphShader.ArrayMaxSizeFull;
m_shaderGraph.Image.material = new Material(ShaderFull);
m_shaderGraphHighestValues.ArrayMaxSize = G_GraphShader.ArrayMaxSizeFull;
m_shaderGraphHighestValues.Image.material = new Material(ShaderFull);
break;
case GraphyManager.Mode.LIGHT:
m_shaderGraph.ArrayMaxSize = G_GraphShader.ArrayMaxSizeLight;
m_shaderGraph.Image.material = new Material(ShaderLight);
m_shaderGraphHighestValues.ArrayMaxSize = G_GraphShader.ArrayMaxSizeLight;
m_shaderGraphHighestValues.Image.material = new Material(ShaderLight);
break;
}
m_shaderGraph.InitializeShader();
m_shaderGraphHighestValues.InitializeShader();
m_resolution = m_graphyManager.AudioGraphResolution;
CreatePoints();
}
#endregion
#region Methods -> Protected Override
protected override void UpdateGraph()
{
// Since we no longer initialize by default OnEnable(),
// we need to check here, and Init() if needed
if (!m_isInitialized)
{
Init();
}
int incrementPerIteration = Mathf.FloorToInt(m_audioMonitor.Spectrum.Length / (float)m_resolution);
// Current values -------------------------
for (int i = 0; i <= m_resolution - 1; i++)
{
float currentValue = 0;
for (int j = 0; j < incrementPerIteration; j++)
{
currentValue += m_audioMonitor.Spectrum[i * incrementPerIteration + j];
}
// Uses 3 values for each bar to accomplish that look
if ((i + 1) % 3 == 0 && i > 1)
{
float value =
(
m_audioMonitor.dBNormalized(m_audioMonitor.lin2dB(currentValue / incrementPerIteration))
+ m_graphArray[i - 1]
+ m_graphArray[i - 2]
) / 3;
m_graphArray[i] = value;
m_graphArray[i - 1] = value;
m_graphArray[i - 2] = -1; // Always set the third one to -1 to leave gaps in the graph and improve readability
}
else
{
m_graphArray[i] = m_audioMonitor.dBNormalized(m_audioMonitor.lin2dB(currentValue / incrementPerIteration));
}
}
for (int i = 0; i <= m_resolution - 1; i++)
{
m_shaderGraph.ShaderArrayValues[i] = m_graphArray[i];
}
m_shaderGraph.UpdatePoints();
// Highest values -------------------------
for (int i = 0; i <= m_resolution - 1; i++)
{
float currentValue = 0;
for (int j = 0; j < incrementPerIteration; j++)
{
currentValue += m_audioMonitor.SpectrumHighestValues[i * incrementPerIteration + j];
}
// Uses 3 values for each bar to accomplish that look
if ((i + 1) % 3 == 0 && i > 1)
{
float value =
(
m_audioMonitor.dBNormalized(m_audioMonitor.lin2dB(currentValue / incrementPerIteration))
+ m_graphArrayHighestValue[i - 1]
+ m_graphArrayHighestValue[i - 2]
) / 3;
m_graphArrayHighestValue[i] = value;
m_graphArrayHighestValue[i - 1] = value;
m_graphArrayHighestValue[i - 2] = -1; // Always set the third one to -1 to leave gaps in the graph and improve readability
}
else
{
m_graphArrayHighestValue[i] = m_audioMonitor.dBNormalized(m_audioMonitor.lin2dB(currentValue / incrementPerIteration));
}
}
for (int i = 0; i <= m_resolution - 1; i++)
{
m_shaderGraphHighestValues.ShaderArrayValues[i] = m_graphArrayHighestValue[i];
}
m_shaderGraphHighestValues.UpdatePoints();
}
protected override void CreatePoints()
{
// Init Arrays
if (m_shaderGraph.ShaderArrayValues == null || m_shaderGraph.ShaderArrayValues.Length != m_resolution)
{
m_graphArray = new float[m_resolution];
m_graphArrayHighestValue = new float[m_resolution];
m_shaderGraph.ShaderArrayValues = new float[m_resolution];
m_shaderGraphHighestValues.ShaderArrayValues = new float[m_resolution];
}
for (int i = 0; i < m_resolution; i++)
{
m_shaderGraph.ShaderArrayValues[i] = 0;
m_shaderGraphHighestValues.ShaderArrayValues[i] = 0;
}
// Color
m_shaderGraph.GoodColor = m_graphyManager.AudioGraphColor;
m_shaderGraph.CautionColor = m_graphyManager.AudioGraphColor;
m_shaderGraph.CriticalColor = m_graphyManager.AudioGraphColor;
m_shaderGraph.UpdateColors();
m_shaderGraphHighestValues.GoodColor = m_graphyManager.AudioGraphColor;
m_shaderGraphHighestValues.CautionColor = m_graphyManager.AudioGraphColor;
m_shaderGraphHighestValues.CriticalColor = m_graphyManager.AudioGraphColor;
m_shaderGraphHighestValues.UpdateColors();
// Threshold
m_shaderGraph.GoodThreshold = 0;
m_shaderGraph.CautionThreshold = 0;
m_shaderGraph.UpdateThresholds();
m_shaderGraphHighestValues.GoodThreshold = 0;
m_shaderGraphHighestValues.CautionThreshold = 0;
m_shaderGraphHighestValues.UpdateThresholds();
// Update Array
m_shaderGraph.UpdateArray();
m_shaderGraphHighestValues.UpdateArray();
// Average
m_shaderGraph.Average = 0;
m_shaderGraph.UpdateAverage();
m_shaderGraphHighestValues.Average = 0;
m_shaderGraphHighestValues.UpdateAverage();
}
#endregion
#region Methods -> Private
private void Init()
{
m_graphyManager = transform.root.GetComponentInChildren<GraphyManager>();
m_audioMonitor = GetComponent<G_AudioMonitor>();
m_shaderGraph = new G_GraphShader
{
Image = m_imageGraph
};
m_shaderGraphHighestValues = new G_GraphShader
{
Image = m_imageGraphHighestValues
};
UpdateParameters();
m_isInitialized = true;
}
#endregion
}
}

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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 03-Jan-18
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using UnityEngine;
using UnityEngine.UI;
using System.Collections.Generic;
using Tayx.Graphy.UI;
using Tayx.Graphy.Utils;
namespace Tayx.Graphy.Audio
{
public class G_AudioManager : MonoBehaviour, IMovable, IModifiableState
{
#region Variables -> Serialized Private
[SerializeField] private GameObject m_audioGraphGameObject = null;
[SerializeField] private Text m_audioDbText = null;
[SerializeField] private List<Image> m_backgroundImages = new List<Image>();
#endregion
#region Variables -> Private
private GraphyManager m_graphyManager = null;
private G_AudioGraph m_audioGraph = null;
private G_AudioMonitor m_audioMonitor = null;
private G_AudioText m_audioText = null;
private RectTransform m_rectTransform = null;
private List<GameObject> m_childrenGameObjects = new List<GameObject>();
private GraphyManager.ModuleState m_previousModuleState = GraphyManager.ModuleState.FULL;
private GraphyManager.ModuleState m_currentModuleState = GraphyManager.ModuleState.FULL;
#endregion
#region Methods -> Unity Callbacks
private void Awake()
{
Init();
}
private void Start()
{
UpdateParameters();
}
#endregion
#region Methods -> Public
public void SetPosition(GraphyManager.ModulePosition newModulePosition)
{
float xSideOffset = Mathf.Abs(m_rectTransform.anchoredPosition.x);
float ySideOffset = Mathf.Abs(m_rectTransform.anchoredPosition.y);
m_audioDbText.alignment = TextAnchor.UpperRight;
switch (newModulePosition)
{
case GraphyManager.ModulePosition.TOP_LEFT:
m_rectTransform.anchorMax = Vector2.up;
m_rectTransform.anchorMin = Vector2.up;
m_rectTransform.anchoredPosition = new Vector2(xSideOffset, -ySideOffset);
break;
case GraphyManager.ModulePosition.TOP_RIGHT:
m_rectTransform.anchorMax = Vector2.one;
m_rectTransform.anchorMin = Vector2.one;
m_rectTransform.anchoredPosition = new Vector2(-xSideOffset, -ySideOffset);
break;
case GraphyManager.ModulePosition.BOTTOM_LEFT:
m_rectTransform.anchorMax = Vector2.zero;
m_rectTransform.anchorMin = Vector2.zero;
m_rectTransform.anchoredPosition = new Vector2(xSideOffset, ySideOffset);
break;
case GraphyManager.ModulePosition.BOTTOM_RIGHT:
m_rectTransform.anchorMax = Vector2.right;
m_rectTransform.anchorMin = Vector2.right;
m_rectTransform.anchoredPosition = new Vector2(-xSideOffset, ySideOffset);
break;
case GraphyManager.ModulePosition.FREE:
break;
}
}
public void SetState(GraphyManager.ModuleState state, bool silentUpdate = false)
{
if (!silentUpdate)
{
m_previousModuleState = m_currentModuleState;
}
m_currentModuleState = state;
switch (state)
{
case GraphyManager.ModuleState.FULL:
gameObject.SetActive(true);
m_childrenGameObjects.SetAllActive(true);
SetGraphActive(true);
if (m_graphyManager.Background)
{
m_backgroundImages.SetOneActive(0);
}
else
{
m_backgroundImages.SetAllActive(false);
}
break;
case GraphyManager.ModuleState.TEXT:
case GraphyManager.ModuleState.BASIC:
gameObject.SetActive(true);
m_childrenGameObjects.SetAllActive(true);
SetGraphActive(false);
if (m_graphyManager.Background)
{
m_backgroundImages.SetOneActive(1);
}
else
{
m_backgroundImages.SetAllActive(false);
}
break;
case GraphyManager.ModuleState.BACKGROUND:
gameObject.SetActive(true);
SetGraphActive(false);
m_childrenGameObjects.SetAllActive(false);
m_backgroundImages.SetAllActive(false);
break;
case GraphyManager.ModuleState.OFF:
gameObject.SetActive(false);
break;
}
}
public void RestorePreviousState()
{
SetState(m_previousModuleState);
}
public void UpdateParameters()
{
foreach (var image in m_backgroundImages)
{
image.color = m_graphyManager.BackgroundColor;
}
m_audioGraph .UpdateParameters();
m_audioMonitor .UpdateParameters();
m_audioText .UpdateParameters();
SetState(m_graphyManager.AudioModuleState);
}
public void RefreshParameters()
{
foreach (var image in m_backgroundImages)
{
image.color = m_graphyManager.BackgroundColor;
}
m_audioGraph .UpdateParameters();
m_audioMonitor .UpdateParameters();
m_audioText .UpdateParameters();
SetState(m_currentModuleState, true);
}
#endregion
#region Methods -> Private
private void Init()
{
m_graphyManager = transform.root.GetComponentInChildren<GraphyManager>();
m_rectTransform = GetComponent<RectTransform>();
m_audioGraph = GetComponent<G_AudioGraph>();
m_audioMonitor = GetComponent<G_AudioMonitor>();
m_audioText = GetComponent<G_AudioText>();
foreach (Transform child in transform)
{
if (child.parent == transform)
{
m_childrenGameObjects.Add(child.gameObject);
}
}
}
private void SetGraphActive(bool active)
{
m_audioGraph.enabled = active;
m_audioGraphGameObject.SetActive(active);
}
#endregion
}
}

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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 15-Dec-17
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using UnityEngine;
using UnityEngine.SceneManagement;
namespace Tayx.Graphy.Audio
{
/// <summary>
/// Note: this class only works with Unity's AudioListener.
/// If you're using a custom audio engine (like FMOD or WWise) it won't work,
/// although you can always adapt it.
/// </summary>
public class G_AudioMonitor : MonoBehaviour
{
#region Variables -> Private
private const float m_refValue = 1f;
private GraphyManager m_graphyManager = null;
private AudioListener m_audioListener = null;
private GraphyManager.LookForAudioListener m_findAudioListenerInCameraIfNull = GraphyManager.LookForAudioListener.ON_SCENE_LOAD;
private FFTWindow m_FFTWindow = FFTWindow.Blackman;
private int m_spectrumSize = 512;
#endregion
#region Properties -> Public
/// <summary>
/// Current audio spectrum from the specified AudioListener.
/// </summary>
public float[] Spectrum { get; private set; }
/// <summary>
/// Highest audio spectrum from the specified AudioListener in the last few seconds.
/// </summary>
public float[] SpectrumHighestValues { get; private set; }
/// <summary>
/// Maximum DB registered in the current spectrum.
/// </summary>
public float MaxDB { get; private set; }
/// <summary>
/// Returns true if there is a reference to the audio listener.
/// </summary>
public bool SpectrumDataAvailable => m_audioListener != null;
#endregion
#region Methods -> Unity Callbacks
private void Awake()
{
Init();
}
private void Update()
{
if (m_audioListener != null)
{
// Use this data to calculate the dB value
AudioListener.GetOutputData(Spectrum, 0);
float sum = 0;
for (int i = 0; i < Spectrum.Length; i++)
{
sum += Spectrum[i] * Spectrum[i]; // sum squared samples
}
float rmsValue = Mathf.Sqrt(sum / Spectrum.Length); // rms = square root of average
MaxDB = 20 * Mathf.Log10(rmsValue / m_refValue); // calculate dB
if (MaxDB < -80) MaxDB = -80; // clamp it to -80dB min
// Use this data to draw the spectrum in the graphs
AudioListener.GetSpectrumData(Spectrum, 0, m_FFTWindow);
for (int i = 0; i < Spectrum.Length; i++)
{
// Update the highest value if its lower than the current one
if (Spectrum[i] > SpectrumHighestValues[i])
{
SpectrumHighestValues[i] = Spectrum[i];
}
// Slowly lower the value
else
{
SpectrumHighestValues[i] = Mathf.Clamp
(
value: SpectrumHighestValues[i] - SpectrumHighestValues[i] * Time.deltaTime * 2,
min: 0,
max: 1
);
}
}
}
else if( m_audioListener == null
&& m_findAudioListenerInCameraIfNull == GraphyManager.LookForAudioListener.ALWAYS)
{
m_audioListener = FindAudioListener();
}
}
private void OnDestroy()
{
UnityEngine.SceneManagement.SceneManager.sceneLoaded -= OnSceneLoaded;
}
#endregion
#region Methods -> Public
public void UpdateParameters()
{
m_findAudioListenerInCameraIfNull = m_graphyManager.FindAudioListenerInCameraIfNull;
m_audioListener = m_graphyManager.AudioListener;
m_FFTWindow = m_graphyManager.FftWindow;
m_spectrumSize = m_graphyManager.SpectrumSize;
if (m_audioListener == null
&& m_findAudioListenerInCameraIfNull != GraphyManager.LookForAudioListener.NEVER)
{
m_audioListener = FindAudioListener();
}
Spectrum = new float[m_spectrumSize];
SpectrumHighestValues = new float[m_spectrumSize];
}
/// <summary>
/// Converts spectrum values to decibels using logarithms.
/// </summary>
/// <param name="linear"></param>
/// <returns></returns>
public float lin2dB(float linear)
{
return Mathf.Clamp(Mathf.Log10(linear) * 20.0f, -160.0f, 0.0f);
}
/// <summary>
/// Normalizes a value in decibels between 0-1.
/// </summary>
/// <param name="db"></param>
/// <returns></returns>
public float dBNormalized(float db)
{
return (db + 160f) / 160f;
}
#endregion
#region Methods -> Private
/// <summary>
/// Tries to find an audio listener in the main camera.
/// </summary>
private AudioListener FindAudioListener()
{
Camera mainCamera = Camera.main;
if (mainCamera != null && mainCamera.TryGetComponent(out AudioListener audioListener))
{
return audioListener;
}
return null;
}
private void OnSceneLoaded(Scene scene, LoadSceneMode loadSceneMode)
{
if (m_findAudioListenerInCameraIfNull == GraphyManager.LookForAudioListener.ON_SCENE_LOAD)
{
m_audioListener = FindAudioListener();
}
}
private void Init()
{
m_graphyManager = transform.root.GetComponentInChildren<GraphyManager>();
UpdateParameters();
UnityEngine.SceneManagement.SceneManager.sceneLoaded += OnSceneLoaded;
}
#endregion
}
}

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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 15-Dec-17
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using UnityEngine;
using UnityEngine.UI;
using Tayx.Graphy.Utils.NumString;
namespace Tayx.Graphy.Audio
{
public class G_AudioText : MonoBehaviour
{
#region Variables -> Serialized Private
[SerializeField] private Text m_DBText = null;
#endregion
#region Variables -> Private
private GraphyManager m_graphyManager = null;
private G_AudioMonitor m_audioMonitor = null;
private int m_updateRate = 4;
private float m_deltaTimeOffset = 0;
#endregion
#region Methods -> Unity Callbacks
private void Awake()
{
Init();
}
private void Update()
{
if (m_audioMonitor.SpectrumDataAvailable)
{
if (m_deltaTimeOffset > 1f / m_updateRate)
{
m_deltaTimeOffset = 0f;
m_DBText.text = Mathf.Clamp((int)m_audioMonitor.MaxDB, -80, 0).ToStringNonAlloc();
}
else
{
m_deltaTimeOffset += Time.deltaTime;
}
}
}
#endregion
#region Methods -> Public
public void UpdateParameters()
{
m_updateRate = m_graphyManager.AudioTextUpdateRate;
}
#endregion
#region Methods -> Private
private void Init()
{
G_IntString.Init( -80, 0 ); // dB range
m_graphyManager = transform.root.GetComponentInChildren<GraphyManager>();
m_audioMonitor = GetComponent<G_AudioMonitor>();
UpdateParameters();
}
#endregion
}
}

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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 15-Dec-17
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using Tayx.Graphy.Graph;
using UnityEngine;
using UnityEngine.UI;
namespace Tayx.Graphy.Fps
{
public class G_FpsGraph : G_Graph
{
#region Variables -> Serialized Private
[SerializeField] private Image m_imageGraph = null;
[SerializeField] private Shader ShaderFull = null;
[SerializeField] private Shader ShaderLight = null;
// This keeps track of whether Init() has run or not
[SerializeField] private bool m_isInitialized = false;
#endregion
#region Variables -> Private
private GraphyManager m_graphyManager = null;
private G_FpsMonitor m_fpsMonitor = null;
private int m_resolution = 150;
private G_GraphShader m_shaderGraph = null;
private int[] m_fpsArray;
private int m_highestFps;
#endregion
#region Methods -> Unity Callbacks
private void Update()
{
UpdateGraph();
}
#endregion
#region Methods -> Public
public void UpdateParameters()
{
if (m_shaderGraph == null)
{
// TODO: While Graphy is disabled (e.g. by default via Ctrl+H) and while in Editor after a Hot-Swap,
// the OnApplicationFocus calls this while m_shaderGraph == null, throwing a NullReferenceException
return;
}
switch (m_graphyManager.GraphyMode)
{
case GraphyManager.Mode.FULL:
m_shaderGraph.ArrayMaxSize = G_GraphShader.ArrayMaxSizeFull;
m_shaderGraph.Image.material = new Material(ShaderFull);
break;
case GraphyManager.Mode.LIGHT:
m_shaderGraph.ArrayMaxSize = G_GraphShader.ArrayMaxSizeLight;
m_shaderGraph.Image.material = new Material(ShaderLight);
break;
}
m_shaderGraph.InitializeShader();
m_resolution = m_graphyManager.FpsGraphResolution;
CreatePoints();
}
#endregion
#region Methods -> Protected Override
protected override void UpdateGraph()
{
// Since we no longer initialize by default OnEnable(),
// we need to check here, and Init() if needed
if (!m_isInitialized)
{
Init();
}
short fps = (short)(1 / Time.unscaledDeltaTime);
int currentMaxFps = 0;
for (int i = 0; i <= m_resolution - 1; i++)
{
if (i >= m_resolution - 1)
{
m_fpsArray[i] = fps;
}
else
{
m_fpsArray[i] = m_fpsArray[i + 1];
}
// Store the highest fps to use as the highest point in the graph
if (currentMaxFps < m_fpsArray[i])
{
currentMaxFps = m_fpsArray[i];
}
}
m_highestFps = m_highestFps < 1 || m_highestFps <= currentMaxFps ? currentMaxFps : m_highestFps - 1;
m_highestFps = m_highestFps > 0 ? m_highestFps : 1;
if (m_shaderGraph.ShaderArrayValues == null)
{
m_fpsArray = new int[m_resolution];
m_shaderGraph.ShaderArrayValues = new float[m_resolution];
}
for (int i = 0; i <= m_resolution - 1; i++)
{
m_shaderGraph.ShaderArrayValues[i] = m_fpsArray[i] / (float) m_highestFps;
}
// Update the material values
m_shaderGraph.UpdatePoints();
m_shaderGraph.Average = m_fpsMonitor.AverageFPS / m_highestFps;
m_shaderGraph.UpdateAverage();
m_shaderGraph.GoodThreshold = (float)m_graphyManager.GoodFPSThreshold / m_highestFps;
m_shaderGraph.CautionThreshold = (float)m_graphyManager.CautionFPSThreshold / m_highestFps;
m_shaderGraph.UpdateThresholds();
}
protected override void CreatePoints()
{
if (m_shaderGraph.ShaderArrayValues == null || m_fpsArray.Length != m_resolution)
{
m_fpsArray = new int[m_resolution];
m_shaderGraph.ShaderArrayValues = new float[m_resolution];
}
for (int i = 0; i < m_resolution; i++)
{
m_shaderGraph.ShaderArrayValues[i] = 0;
}
m_shaderGraph.GoodColor = m_graphyManager.GoodFPSColor;
m_shaderGraph.CautionColor = m_graphyManager.CautionFPSColor;
m_shaderGraph.CriticalColor = m_graphyManager.CriticalFPSColor;
m_shaderGraph.UpdateColors();
m_shaderGraph.UpdateArray();
}
#endregion
#region Methods -> Private
private void Init()
{
m_graphyManager = transform.root.GetComponentInChildren<GraphyManager>();
m_fpsMonitor = GetComponent<G_FpsMonitor>();
m_shaderGraph = new G_GraphShader
{
Image = m_imageGraph
};
UpdateParameters();
m_isInitialized = true;
}
#endregion
}
}

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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 03-Jan-18
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using UnityEngine;
using System.Collections.Generic;
using Tayx.Graphy.UI;
using Tayx.Graphy.Utils;
using UnityEngine.UI;
namespace Tayx.Graphy.Fps
{
public class G_FpsManager : MonoBehaviour, IMovable, IModifiableState
{
#region Variables -> Serialized Private
[SerializeField] private GameObject m_fpsGraphGameObject = null;
[SerializeField] private List<GameObject> m_nonBasicTextGameObjects = new List<GameObject>();
[SerializeField] private List<Image> m_backgroundImages = new List<Image>();
#endregion
#region Variables -> Private
private GraphyManager m_graphyManager = null;
private G_FpsGraph m_fpsGraph = null;
private G_FpsMonitor m_fpsMonitor = null;
private G_FpsText m_fpsText = null;
private RectTransform m_rectTransform = null;
private List<GameObject> m_childrenGameObjects = new List<GameObject>();
private GraphyManager.ModuleState m_previousModuleState = GraphyManager.ModuleState.FULL;
private GraphyManager.ModuleState m_currentModuleState = GraphyManager.ModuleState.FULL;
#endregion
#region Methods -> Unity Callbacks
private void Awake()
{
Init();
}
private void Start()
{
UpdateParameters();
}
#endregion
#region Methods -> Public
public void SetPosition(GraphyManager.ModulePosition newModulePosition)
{
float xSideOffset = Mathf.Abs(m_rectTransform.anchoredPosition.x);
float ySideOffset = Mathf.Abs(m_rectTransform.anchoredPosition.y);
switch (newModulePosition)
{
case GraphyManager.ModulePosition.TOP_LEFT:
m_rectTransform.anchorMax = Vector2.up;
m_rectTransform.anchorMin = Vector2.up;
m_rectTransform.anchoredPosition = new Vector2(xSideOffset, -ySideOffset);
break;
case GraphyManager.ModulePosition.TOP_RIGHT:
m_rectTransform.anchorMax = Vector2.one;
m_rectTransform.anchorMin = Vector2.one;
m_rectTransform.anchoredPosition = new Vector2(-xSideOffset, -ySideOffset);
break;
case GraphyManager.ModulePosition.BOTTOM_LEFT:
m_rectTransform.anchorMax = Vector2.zero;
m_rectTransform.anchorMin = Vector2.zero;
m_rectTransform.anchoredPosition = new Vector2(xSideOffset, ySideOffset);
break;
case GraphyManager.ModulePosition.BOTTOM_RIGHT:
m_rectTransform.anchorMax = Vector2.right;
m_rectTransform.anchorMin = Vector2.right;
m_rectTransform.anchoredPosition = new Vector2(-xSideOffset, ySideOffset);
break;
case GraphyManager.ModulePosition.FREE:
break;
}
}
public void SetState(GraphyManager.ModuleState state, bool silentUpdate = false)
{
if (!silentUpdate)
{
m_previousModuleState = m_currentModuleState;
}
m_currentModuleState = state;
switch (state)
{
case GraphyManager.ModuleState.FULL:
gameObject.SetActive(true);
m_childrenGameObjects.SetAllActive(true);
SetGraphActive(true);
if (m_graphyManager.Background)
{
m_backgroundImages.SetOneActive(0);
}
else
{
m_backgroundImages.SetAllActive(false);
}
break;
case GraphyManager.ModuleState.TEXT:
gameObject.SetActive(true);
m_childrenGameObjects.SetAllActive(true);
SetGraphActive(false);
if (m_graphyManager.Background)
{
m_backgroundImages.SetOneActive(1);
}
else
{
m_backgroundImages.SetAllActive(false);
}
break;
case GraphyManager.ModuleState.BASIC:
gameObject.SetActive(true);
m_childrenGameObjects.SetAllActive(true);
m_nonBasicTextGameObjects.SetAllActive(false);
SetGraphActive(false);
if (m_graphyManager.Background)
{
m_backgroundImages.SetOneActive(2);
}
else
{
m_backgroundImages.SetAllActive(false);
}
break;
case GraphyManager.ModuleState.BACKGROUND:
gameObject.SetActive(true);
m_childrenGameObjects.SetAllActive(false);
SetGraphActive(false);
m_backgroundImages.SetAllActive(false);
break;
case GraphyManager.ModuleState.OFF:
gameObject.SetActive(false);
break;
}
}
public void RestorePreviousState()
{
SetState(m_previousModuleState);
}
public void UpdateParameters()
{
foreach (var image in m_backgroundImages)
{
image.color = m_graphyManager.BackgroundColor;
}
m_fpsGraph .UpdateParameters();
m_fpsMonitor .UpdateParameters();
m_fpsText .UpdateParameters();
SetState(m_graphyManager.FpsModuleState);
}
public void RefreshParameters()
{
foreach (var image in m_backgroundImages)
{
image.color = m_graphyManager.BackgroundColor;
}
m_fpsGraph .UpdateParameters();
m_fpsMonitor .UpdateParameters();
m_fpsText .UpdateParameters();
SetState(m_currentModuleState, true);
}
#endregion
#region Methods -> Private
private void Init()
{
m_graphyManager = transform.root.GetComponentInChildren<GraphyManager>();
m_rectTransform = GetComponent<RectTransform>();
m_fpsGraph = GetComponent<G_FpsGraph>();
m_fpsMonitor = GetComponent<G_FpsMonitor>();
m_fpsText = GetComponent<G_FpsText>();
foreach (Transform child in transform)
{
if (child.parent == transform)
{
m_childrenGameObjects.Add(child.gameObject);
}
}
}
private void SetGraphActive(bool active)
{
m_fpsGraph.enabled = active;
m_fpsGraphGameObject.SetActive(active);
}
#endregion
}
}

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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 15-Dec-17
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using System;
using System.Xml.Linq;
using UnityEngine;
using Random = UnityEngine.Random;
namespace Tayx.Graphy.Fps
{
public class G_FpsMonitor : MonoBehaviour
{
#region Variables -> Private
private short[] m_fpsSamples;
private short[] m_fpsSamplesSorted;
private short m_fpsSamplesCapacity = 1024;
private short m_onePercentSamples = 10;
private short m_zero1PercentSamples = 1;
private short m_fpsSamplesCount = 0;
private short m_indexSample = 0;
private float m_unscaledDeltaTime = 0f;
#endregion
#region Properties -> Public
public short CurrentFPS { get; private set; } = 0;
public short AverageFPS { get; private set; } = 0;
public short OnePercentFPS { get; private set; } = 0;
public short Zero1PercentFps { get; private set; } = 0;
#endregion
#region Methods -> Unity Callbacks
private void Awake()
{
Init();
}
private void Update()
{
m_unscaledDeltaTime = Time.unscaledDeltaTime;
// Update fps and ms
CurrentFPS = (short)(Mathf.RoundToInt(1f / m_unscaledDeltaTime));
// Update avg fps
uint averageAddedFps = 0;
m_indexSample++;
if ( m_indexSample >= m_fpsSamplesCapacity ) m_indexSample = 0;
m_fpsSamples[ m_indexSample ] = CurrentFPS;
if (m_fpsSamplesCount < m_fpsSamplesCapacity)
{
m_fpsSamplesCount++;
}
for (int i = 0; i < m_fpsSamplesCount; i++)
{
averageAddedFps += (uint)m_fpsSamples[i];
}
AverageFPS = (short)((float)averageAddedFps / (float)m_fpsSamplesCount);
// Update percent lows
m_fpsSamples.CopyTo( m_fpsSamplesSorted, 0 );
/*
* TODO: Find a faster way to do this.
* We can probably avoid copying the full array every time
* and insert the new item already sorted in the list.
*/
Array.Sort(m_fpsSamplesSorted, (x, y) => x.CompareTo(y)); // The lambda expression avoids garbage generation
bool zero1PercentCalculated = false;
uint totalAddedFps = 0;
short samplesToIterateThroughForOnePercent = m_fpsSamplesCount < m_onePercentSamples
? m_fpsSamplesCount : m_onePercentSamples;
short samplesToIterateThroughForZero1Percent = m_fpsSamplesCount < m_zero1PercentSamples
? m_fpsSamplesCount : m_zero1PercentSamples;
short sampleToStartIn = (short)(m_fpsSamplesCapacity - m_fpsSamplesCount);
for ( short i = sampleToStartIn; i < sampleToStartIn + samplesToIterateThroughForOnePercent; i++ )
{
totalAddedFps += (ushort)m_fpsSamplesSorted[i];
if (!zero1PercentCalculated && i >= samplesToIterateThroughForZero1Percent - 1)
{
zero1PercentCalculated = true;
Zero1PercentFps = (short)((float)totalAddedFps / (float)m_zero1PercentSamples);
}
}
OnePercentFPS = (short)((float)totalAddedFps / (float)m_onePercentSamples);
}
#endregion
#region Methods -> Public
public void UpdateParameters()
{
m_onePercentSamples = (short)(m_fpsSamplesCapacity / 100);
m_zero1PercentSamples = (short)(m_fpsSamplesCapacity / 1000);
}
#endregion
#region Methods -> Private
private void Init()
{
m_fpsSamples = new short[m_fpsSamplesCapacity];
m_fpsSamplesSorted = new short[m_fpsSamplesCapacity];
UpdateParameters();
}
#endregion
}
}

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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 22-Nov-17
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using UnityEngine;
using UnityEngine.UI;
using Tayx.Graphy.Utils.NumString;
namespace Tayx.Graphy.Fps
{
public class G_FpsText : MonoBehaviour
{
#region Variables -> Serialized Private
[SerializeField] private Text m_fpsText = null;
[SerializeField] private Text m_msText = null;
[SerializeField] private Text m_avgFpsText = null;
[SerializeField] private Text m_onePercentFpsText = null;
[SerializeField] private Text m_zero1PercentFpsText = null;
#endregion
#region Variables -> Private
private GraphyManager m_graphyManager = null;
private G_FpsMonitor m_fpsMonitor = null;
private int m_updateRate = 4; // 4 updates per sec.
private int m_frameCount = 0;
private float m_deltaTime = 0f;
private float m_fps = 0f;
private float m_ms = 0f;
private const string m_msStringFormat = "0.0";
#endregion
#region Methods -> Unity Callbacks
private void Awake()
{
Init();
}
private void Update()
{
m_deltaTime += Time.unscaledDeltaTime;
m_frameCount++;
// Only update texts 'm_updateRate' times per second
if (m_deltaTime > 1f / m_updateRate)
{
m_fps = m_frameCount / m_deltaTime;
m_ms = m_deltaTime / m_frameCount * 1000f;
// Update fps
m_fpsText.text = Mathf.RoundToInt(m_fps).ToStringNonAlloc();
SetFpsRelatedTextColor(m_fpsText, m_fps);
// Update ms
m_msText.text = m_ms.ToStringNonAlloc(m_msStringFormat);
SetFpsRelatedTextColor(m_msText, m_fps);
// Update 1% fps
m_onePercentFpsText.text = ((int)(m_fpsMonitor.OnePercentFPS)).ToStringNonAlloc();
SetFpsRelatedTextColor(m_onePercentFpsText, m_fpsMonitor.OnePercentFPS);
// Update 0.1% fps
m_zero1PercentFpsText.text = ((int)(m_fpsMonitor.Zero1PercentFps)).ToStringNonAlloc();
SetFpsRelatedTextColor(m_zero1PercentFpsText, m_fpsMonitor.Zero1PercentFps);
// Update avg fps
m_avgFpsText.text = ((int)(m_fpsMonitor.AverageFPS)).ToStringNonAlloc();
SetFpsRelatedTextColor(m_avgFpsText, m_fpsMonitor.AverageFPS);
// Reset variables
m_deltaTime = 0f;
m_frameCount = 0;
}
}
#endregion
#region Methods -> Public
public void UpdateParameters()
{
m_updateRate = m_graphyManager.FpsTextUpdateRate;
}
#endregion
#region Methods -> Private
/// <summary>
/// Assigns color to a text according to their fps numeric value and
/// the colors specified in the 3 categories (Good, Caution, Critical).
/// </summary>
///
/// <param name="text">
/// UI Text component to change its color
/// </param>
///
/// <param name="fps">
/// Numeric fps value
/// </param>
private void SetFpsRelatedTextColor(Text text, float fps)
{
if (fps > m_graphyManager.GoodFPSThreshold)
{
text.color = m_graphyManager.GoodFPSColor;
}
else if (fps > m_graphyManager.CautionFPSThreshold)
{
text.color = m_graphyManager.CautionFPSColor;
}
else
{
text.color = m_graphyManager.CriticalFPSColor;
}
}
private void Init()
{
G_IntString.Init( 0, 2000 ); // Max fps expected
G_FloatString.Init( 0, 100 ); // Max ms expected per frame
m_graphyManager = transform.root.GetComponentInChildren<GraphyManager>();
m_fpsMonitor = GetComponent<G_FpsMonitor>();
UpdateParameters();
}
#endregion
}
}

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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 23-Jan-18
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using UnityEngine;
namespace Tayx.Graphy.Graph
{
public abstract class G_Graph : MonoBehaviour
{
#region Methods -> Protected
/// <summary>
/// Updates the graph/s.
/// </summary>
protected abstract void UpdateGraph();
/// <summary>
/// Creates the points for the graph/s.
/// </summary>
protected abstract void CreatePoints();
#endregion
}
}

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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 23-Dec-17
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using UnityEngine;
using UnityEngine.Events;
using Debug = UnityEngine.Debug;
using System;
using System.Collections.Generic;
using System.Linq;
using Tayx.Graphy.Audio;
using Tayx.Graphy.Fps;
using Tayx.Graphy.Ram;
using Tayx.Graphy.Utils;
namespace Tayx.Graphy
{
/// <summary>
/// Main class to access the Graphy Debugger API.
/// </summary>
public class GraphyDebugger : G_Singleton<GraphyDebugger>
{
/* ----- TODO: ----------------------------
* Add summaries to the variables.
* Add summaries to the functions.
* Ask why we're not using System.Serializable instead for the helper class.
* Simplify the initializers of the DebugPackets, but check wether we should as some wont work with certain lists.
* --------------------------------------*/
protected GraphyDebugger () { }
#region Enums -> Public
public enum DebugVariable
{
Fps,
Fps_Min,
Fps_Max,
Fps_Avg,
Ram_Allocated,
Ram_Reserved,
Ram_Mono,
Audio_DB
}
public enum DebugComparer
{
Less_than,
Equals_or_less_than,
Equals,
Equals_or_greater_than,
Greater_than
}
public enum ConditionEvaluation
{
All_conditions_must_be_met,
Only_one_condition_has_to_be_met,
}
public enum MessageType
{
Log,
Warning,
Error
}
#endregion
#region Structs -> Public
[System.Serializable]
public struct DebugCondition
{
[Tooltip("Variable to compare against")]
public DebugVariable Variable;
[Tooltip("Comparer operator to use")]
public DebugComparer Comparer;
[Tooltip("Value to compare against the chosen variable")]
public float Value;
}
#endregion
#region Helper Classes
[System.Serializable]
public class DebugPacket
{
[Tooltip("If false, it won't be checked")]
public bool Active = true;
[Tooltip("Optional Id. It's used to get or remove DebugPackets in runtime")]
public int Id;
[Tooltip("If true, once the actions are executed, this DebugPacket will delete itself")]
public bool ExecuteOnce = true;
[Tooltip("Time to wait before checking if conditions are met (use this to avoid low fps drops triggering the conditions when loading the game)")]
public float InitSleepTime = 2;
[Tooltip("Time to wait before checking if conditions are met again (once they have already been met and if ExecuteOnce is false)")]
public float ExecuteSleepTime = 2;
public ConditionEvaluation ConditionEvaluation = ConditionEvaluation.All_conditions_must_be_met;
[Tooltip("List of conditions that will be checked each frame")]
public List<DebugCondition> DebugConditions = new List<DebugCondition>();
// Actions on conditions met
public MessageType MessageType;
[Multiline]
public string Message = string.Empty;
public bool TakeScreenshot = false;
public string ScreenshotFileName = "Graphy_Screenshot";
[Tooltip("If true, it pauses the editor")]
public bool DebugBreak = false;
public UnityEvent UnityEvents;
public List<System.Action> Callbacks = new List<System.Action>();
private bool canBeChecked = false;
private bool executed = false;
private float timePassed = 0;
public bool Check { get { return canBeChecked; } }
public void Update()
{
if (!canBeChecked)
{
timePassed += Time.deltaTime;
if ( (executed && timePassed >= ExecuteSleepTime)
|| (!executed && timePassed >= InitSleepTime))
{
canBeChecked = true;
timePassed = 0;
}
}
}
public void Executed()
{
canBeChecked = false;
executed = true;
}
}
#endregion
#region Variables -> Serialized Private
[SerializeField] private List<DebugPacket> m_debugPackets = new List<DebugPacket>();
#endregion
#region Variables -> Private
private G_FpsMonitor m_fpsMonitor = null;
private G_RamMonitor m_ramMonitor = null;
private G_AudioMonitor m_audioMonitor = null;
#endregion
#region Methods -> Unity Callbacks
private void Start()
{
m_fpsMonitor = GetComponentInChildren<G_FpsMonitor>();
m_ramMonitor = GetComponentInChildren<G_RamMonitor>();
m_audioMonitor = GetComponentInChildren<G_AudioMonitor>();
}
private void Update()
{
CheckDebugPackets();
}
#endregion
#region Public Methods
/// <summary>
/// Add a new DebugPacket.
/// </summary>
public void AddNewDebugPacket(DebugPacket newDebugPacket)
{
m_debugPackets?.Add(newDebugPacket);
}
/// <summary>
/// Add a new DebugPacket.
/// </summary>
public void AddNewDebugPacket
(
int newId,
DebugCondition newDebugCondition,
MessageType newMessageType,
string newMessage,
bool newDebugBreak,
System.Action newCallback
)
{
DebugPacket newDebugPacket = new DebugPacket();
newDebugPacket.Id = newId;
newDebugPacket.DebugConditions.Add(newDebugCondition);
newDebugPacket.MessageType = newMessageType;
newDebugPacket.Message = newMessage;
newDebugPacket.DebugBreak = newDebugBreak;
newDebugPacket.Callbacks.Add(newCallback);
AddNewDebugPacket(newDebugPacket);
}
/// <summary>
/// Add a new DebugPacket.
/// </summary>
public void AddNewDebugPacket
(
int newId,
List<DebugCondition> newDebugConditions,
MessageType newMessageType,
string newMessage,
bool newDebugBreak,
System.Action newCallback
)
{
DebugPacket newDebugPacket = new DebugPacket();
newDebugPacket.Id = newId;
newDebugPacket.DebugConditions = newDebugConditions;
newDebugPacket.MessageType = newMessageType;
newDebugPacket.Message = newMessage;
newDebugPacket.DebugBreak = newDebugBreak;
newDebugPacket.Callbacks.Add(newCallback);
AddNewDebugPacket(newDebugPacket);
}
/// <summary>
/// Add a new DebugPacket.
/// </summary>
public void AddNewDebugPacket
(
int newId,
DebugCondition newDebugCondition,
MessageType newMessageType,
string newMessage,
bool newDebugBreak,
List<System.Action> newCallbacks
)
{
DebugPacket newDebugPacket = new DebugPacket();
newDebugPacket.Id = newId;
newDebugPacket.DebugConditions.Add(newDebugCondition);
newDebugPacket.MessageType = newMessageType;
newDebugPacket.Message = newMessage;
newDebugPacket.DebugBreak = newDebugBreak;
newDebugPacket.Callbacks = newCallbacks;
AddNewDebugPacket(newDebugPacket);
}
/// <summary>
/// Add a new DebugPacket.
/// </summary>
public void AddNewDebugPacket
(
int newId,
List<DebugCondition> newDebugConditions,
MessageType newMessageType,
string newMessage,
bool newDebugBreak,
List<System.Action> newCallbacks
)
{
DebugPacket newDebugPacket = new DebugPacket();
newDebugPacket.Id = newId;
newDebugPacket.DebugConditions = newDebugConditions;
newDebugPacket.MessageType = newMessageType;
newDebugPacket.Message = newMessage;
newDebugPacket.DebugBreak = newDebugBreak;
newDebugPacket.Callbacks = newCallbacks;
AddNewDebugPacket(newDebugPacket);
}
/// <summary>
/// Returns the first Packet with the specified ID in the DebugPacket list.
/// </summary>
/// <param name="packetId"></param>
/// <returns></returns>
public DebugPacket GetFirstDebugPacketWithId(int packetId)
{
return m_debugPackets.First(x => x.Id == packetId);
}
/// <summary>
/// Returns a list with all the Packets with the specified ID in the DebugPacket list.
/// </summary>
/// <param name="packetId"></param>
/// <returns></returns>
public List<DebugPacket> GetAllDebugPacketsWithId(int packetId)
{
return m_debugPackets.FindAll(x => x.Id == packetId);
}
/// <summary>
/// Removes the first Packet with the specified ID in the DebugPacket list.
/// </summary>
/// <param name="packetId"></param>
/// <returns></returns>
public void RemoveFirstDebugPacketWithId(int packetId)
{
if (m_debugPackets != null && GetFirstDebugPacketWithId(packetId) != null)
{
m_debugPackets.Remove(GetFirstDebugPacketWithId(packetId));
}
}
/// <summary>
/// Removes all the Packets with the specified ID in the DebugPacket list.
/// </summary>
/// <param name="packetId"></param>
/// <returns></returns>
public void RemoveAllDebugPacketsWithId(int packetId)
{
if (m_debugPackets != null)
{
m_debugPackets.RemoveAll(x => x.Id == packetId);
}
}
/// <summary>
/// Add an Action callback to the first Packet with the specified ID in the DebugPacket list.
/// </summary>
/// <param name="callback"></param>
/// <param name="id"></param>
public void AddCallbackToFirstDebugPacketWithId(System.Action callback, int id)
{
if (GetFirstDebugPacketWithId(id) != null)
{
GetFirstDebugPacketWithId(id).Callbacks.Add(callback);
}
}
/// <summary>
/// Add an Action callback to all the Packets with the specified ID in the DebugPacket list.
/// </summary>
/// <param name="callback"></param>
/// <param name="id"></param>
public void AddCallbackToAllDebugPacketWithId(System.Action callback, int id)
{
if (GetAllDebugPacketsWithId(id) != null)
{
foreach (var debugPacket in GetAllDebugPacketsWithId(id))
{
if (callback != null)
{
debugPacket.Callbacks.Add(callback);
}
}
}
}
#endregion
#region Methods -> Private
/// <summary>
/// Checks all the Debug Packets to see if they have to be executed.
/// </summary>
private void CheckDebugPackets()
{
if (m_debugPackets == null)
{
return;
}
for (int i = 0; i < m_debugPackets.Count; i++)
{
DebugPacket packet = m_debugPackets[i];
if (packet != null && packet.Active)
{
packet.Update();
if (packet.Check)
{
switch (packet.ConditionEvaluation)
{
case ConditionEvaluation.All_conditions_must_be_met:
int count = 0;
foreach (var packetDebugCondition in packet.DebugConditions)
{
if (CheckIfConditionIsMet(packetDebugCondition))
{
count++;
}
}
if (count >= packet.DebugConditions.Count)
{
ExecuteOperationsInDebugPacket(packet);
if (packet.ExecuteOnce)
{
m_debugPackets[i] = null;
}
}
break;
case ConditionEvaluation.Only_one_condition_has_to_be_met:
foreach (var packetDebugCondition in packet.DebugConditions)
{
if (CheckIfConditionIsMet(packetDebugCondition))
{
ExecuteOperationsInDebugPacket(packet);
if (packet.ExecuteOnce)
{
m_debugPackets[i] = null;
}
break;
}
}
break;
}
}
}
}
m_debugPackets.RemoveAll((packet) => packet == null);
}
/// <summary>
/// Returns true if a condition is met.
/// </summary>
/// <param name="debugCondition"></param>
/// <returns></returns>
private bool CheckIfConditionIsMet(DebugCondition debugCondition)
{
switch (debugCondition.Comparer)
{
case DebugComparer.Less_than:
return GetRequestedValueFromDebugVariable(debugCondition.Variable) < debugCondition.Value;
case DebugComparer.Equals_or_less_than:
return GetRequestedValueFromDebugVariable(debugCondition.Variable) <= debugCondition.Value;
case DebugComparer.Equals:
return Mathf.Approximately(GetRequestedValueFromDebugVariable(debugCondition.Variable), debugCondition.Value);
case DebugComparer.Equals_or_greater_than:
return GetRequestedValueFromDebugVariable(debugCondition.Variable) >= debugCondition.Value;
case DebugComparer.Greater_than:
return GetRequestedValueFromDebugVariable(debugCondition.Variable) > debugCondition.Value;
default:
return false;
}
}
/// <summary>
/// Obtains the requested value from the specified variable.
/// </summary>
/// <param name="debugVariable"></param>
/// <returns></returns>
private float GetRequestedValueFromDebugVariable(DebugVariable debugVariable)
{
switch (debugVariable)
{
case DebugVariable.Fps:
return m_fpsMonitor != null ? m_fpsMonitor.CurrentFPS : 0;
case DebugVariable.Fps_Min:
return m_fpsMonitor != null ? m_fpsMonitor.OnePercentFPS : 0;
case DebugVariable.Fps_Max:
return m_fpsMonitor != null ? m_fpsMonitor.Zero1PercentFps : 0;
case DebugVariable.Fps_Avg:
return m_fpsMonitor != null ? m_fpsMonitor.AverageFPS : 0;
case DebugVariable.Ram_Allocated:
return m_ramMonitor != null ? m_ramMonitor.AllocatedRam : 0;
case DebugVariable.Ram_Reserved:
return m_ramMonitor != null ? m_ramMonitor.AllocatedRam : 0;
case DebugVariable.Ram_Mono:
return m_ramMonitor != null ? m_ramMonitor.AllocatedRam : 0;
case DebugVariable.Audio_DB:
return m_audioMonitor != null ? m_audioMonitor.MaxDB : 0;
default:
return 0;
}
}
/// <summary>
/// Executes the operations in the DebugPacket specified.
/// </summary>
/// <param name="debugPacket"></param>
private void ExecuteOperationsInDebugPacket(DebugPacket debugPacket)
{
if (debugPacket != null)
{
if (debugPacket.DebugBreak)
{
Debug.Break();
}
if (debugPacket.Message != "")
{
string message = "[Graphy] (" + System.DateTime.Now + "): " + debugPacket.Message;
switch (debugPacket.MessageType)
{
case MessageType.Log:
Debug.Log(message);
break;
case MessageType.Warning:
Debug.LogWarning(message);
break;
case MessageType.Error:
Debug.LogError(message);
break;
}
}
if (debugPacket.TakeScreenshot)
{
string path = debugPacket.ScreenshotFileName + "_" + System.DateTime.Now + ".png";
path = path.Replace("/", "-").Replace(" ", "_").Replace(":", "-");
#if UNITY_2017_1_OR_NEWER
ScreenCapture.CaptureScreenshot(path);
#else
Application.CaptureScreenshot(path);
#endif
}
debugPacket.UnityEvents.Invoke();
foreach (var callback in debugPacket.Callbacks)
{
if (callback != null) callback();
}
debugPacket.Executed();
}
}
#endregion
}
}

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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 15-Dec-17
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using System;
using UnityEngine;
using Tayx.Graphy.Audio;
using Tayx.Graphy.Fps;
using Tayx.Graphy.Ram;
using Tayx.Graphy.Utils;
using Tayx.Graphy.Advanced;
using Tayx.Graphy.Utils.NumString;
#if GRAPHY_NEW_INPUT
using UnityEngine.InputSystem;
#endif
namespace Tayx.Graphy
{
/// <summary>
/// Main class to access the Graphy API.
/// </summary>
public class GraphyManager : G_Singleton<GraphyManager>
{
protected GraphyManager () { }
//Enums
#region Enums -> Public
public enum Mode
{
FULL = 0,
LIGHT = 1
}
public enum ModuleType
{
FPS = 0,
RAM = 1,
AUDIO = 2,
ADVANCED = 3
}
public enum ModuleState
{
FULL = 0,
TEXT = 1,
BASIC = 2,
BACKGROUND = 3,
OFF = 4
}
public enum ModulePosition
{
TOP_RIGHT = 0,
TOP_LEFT = 1,
BOTTOM_RIGHT = 2,
BOTTOM_LEFT = 3,
FREE = 4
}
public enum LookForAudioListener
{
ALWAYS,
ON_SCENE_LOAD,
NEVER
}
public enum ModulePreset
{
FPS_BASIC = 0,
FPS_TEXT = 1,
FPS_FULL = 2,
FPS_TEXT_RAM_TEXT = 3,
FPS_FULL_RAM_TEXT = 4,
FPS_FULL_RAM_FULL = 5,
FPS_TEXT_RAM_TEXT_AUDIO_TEXT = 6,
FPS_FULL_RAM_TEXT_AUDIO_TEXT = 7,
FPS_FULL_RAM_FULL_AUDIO_TEXT = 8,
FPS_FULL_RAM_FULL_AUDIO_FULL = 9,
FPS_FULL_RAM_FULL_AUDIO_FULL_ADVANCED_FULL = 10,
FPS_BASIC_ADVANCED_FULL = 11
}
#endregion
#region Variables -> Serialized Private
[SerializeField] private Mode m_graphyMode = Mode.FULL;
[SerializeField] private bool m_enableOnStartup = true;
[SerializeField] private bool m_keepAlive = true;
[SerializeField] private bool m_background = true;
[SerializeField] private Color m_backgroundColor = new Color(0, 0, 0, 0.3f);
[SerializeField] private bool m_enableHotkeys = true;
#if GRAPHY_NEW_INPUT
[SerializeField] private Key m_toggleModeKeyCode = Key.G;
#else
[SerializeField] private KeyCode m_toggleModeKeyCode = KeyCode.G;
#endif
[SerializeField] private bool m_toggleModeCtrl = true;
[SerializeField] private bool m_toggleModeAlt = false;
#if GRAPHY_NEW_INPUT
[SerializeField] private Key m_toggleActiveKeyCode = Key.H;
#else
[SerializeField] private KeyCode m_toggleActiveKeyCode = KeyCode.H;
#endif
[SerializeField] private bool m_toggleActiveCtrl = true;
[SerializeField] private bool m_toggleActiveAlt = false;
[SerializeField] private ModulePosition m_graphModulePosition = ModulePosition.TOP_RIGHT;
// Fps ---------------------------------------------------------------------------
[SerializeField] private ModuleState m_fpsModuleState = ModuleState.FULL;
[SerializeField] private Color m_goodFpsColor = new Color32(118, 212, 58, 255);
[SerializeField] private int m_goodFpsThreshold = 60;
[SerializeField] private Color m_cautionFpsColor = new Color32(243, 232, 0, 255);
[SerializeField] private int m_cautionFpsThreshold = 30;
[SerializeField] private Color m_criticalFpsColor = new Color32(220, 41, 30, 255);
[Range(10, 300)]
[SerializeField] private int m_fpsGraphResolution = 150;
[Range(1, 200)]
[SerializeField] private int m_fpsTextUpdateRate = 3; // 3 updates per sec.
// Ram ---------------------------------------------------------------------------
[SerializeField] private ModuleState m_ramModuleState = ModuleState.FULL;
[SerializeField] private Color m_allocatedRamColor = new Color32(255, 190, 60, 255);
[SerializeField] private Color m_reservedRamColor = new Color32(205, 84, 229, 255);
[SerializeField] private Color m_monoRamColor = new Color(0.3f, 0.65f, 1f, 1);
[Range(10, 300)]
[SerializeField] private int m_ramGraphResolution = 150;
[Range(1, 200)]
[SerializeField] private int m_ramTextUpdateRate = 3; // 3 updates per sec.
// Audio -------------------------------------------------------------------------
[SerializeField] private ModuleState m_audioModuleState = ModuleState.FULL;
[SerializeField] private LookForAudioListener m_findAudioListenerInCameraIfNull = LookForAudioListener.ON_SCENE_LOAD;
[SerializeField] private AudioListener m_audioListener = null;
[SerializeField] private Color m_audioGraphColor = Color.white;
[Range(10, 300)]
[SerializeField] private int m_audioGraphResolution = 81;
[Range(1, 200)]
[SerializeField] private int m_audioTextUpdateRate = 3; // 3 updates per sec.
[SerializeField] private FFTWindow m_FFTWindow = FFTWindow.Blackman;
[Tooltip("Must be a power of 2 and between 64-8192")]
[SerializeField] private int m_spectrumSize = 512;
// Advanced ----------------------------------------------------------------------
[SerializeField] private ModulePosition m_advancedModulePosition = ModulePosition.BOTTOM_LEFT;
[SerializeField] private ModuleState m_advancedModuleState = ModuleState.FULL;
#endregion
#region Variables -> Private
private bool m_initialized = false;
private bool m_active = true;
private bool m_focused = true;
private G_FpsManager m_fpsManager = null;
private G_RamManager m_ramManager = null;
private G_AudioManager m_audioManager = null;
private G_AdvancedData m_advancedData = null;
private G_FpsMonitor m_fpsMonitor = null;
private G_RamMonitor m_ramMonitor = null;
private G_AudioMonitor m_audioMonitor = null;
private ModulePreset m_modulePresetState = ModulePreset.FPS_BASIC_ADVANCED_FULL;
#endregion
//TODO: Maybe sort these into Get and GetSet sections.
#region Properties -> Public
public Mode GraphyMode { get { return m_graphyMode; }
set { m_graphyMode = value; UpdateAllParameters(); } }
public bool EnableOnStartup { get { return m_enableOnStartup; } }
public bool KeepAlive { get { return m_keepAlive; } }
public bool Background { get { return m_background; }
set { m_background = value; UpdateAllParameters(); } }
public Color BackgroundColor { get { return m_backgroundColor; }
set { m_backgroundColor = value; UpdateAllParameters(); } }
public ModulePosition GraphModulePosition
{
get { return m_graphModulePosition; }
set
{
m_graphModulePosition = value;
m_fpsManager .SetPosition(m_graphModulePosition);
m_ramManager .SetPosition(m_graphModulePosition);
m_audioManager .SetPosition(m_graphModulePosition);
}
}
// Fps ---------------------------------------------------------------------------
// Setters & Getters
public ModuleState FpsModuleState { get { return m_fpsModuleState; }
set { m_fpsModuleState = value; m_fpsManager.SetState(m_fpsModuleState); } }
public Color GoodFPSColor { get { return m_goodFpsColor; }
set { m_goodFpsColor = value; m_fpsManager.UpdateParameters(); } }
public Color CautionFPSColor { get { return m_cautionFpsColor; }
set { m_cautionFpsColor = value; m_fpsManager.UpdateParameters(); } }
public Color CriticalFPSColor { get { return m_criticalFpsColor; }
set { m_criticalFpsColor = value; m_fpsManager.UpdateParameters(); } }
public int GoodFPSThreshold { get { return m_goodFpsThreshold; }
set { m_goodFpsThreshold = value; m_fpsManager.UpdateParameters(); } }
public int CautionFPSThreshold { get { return m_cautionFpsThreshold; }
set { m_cautionFpsThreshold = value; m_fpsManager.UpdateParameters(); } }
public int FpsGraphResolution { get { return m_fpsGraphResolution; }
set { m_fpsGraphResolution = value; m_fpsManager.UpdateParameters(); } }
public int FpsTextUpdateRate { get { return m_fpsTextUpdateRate; }
set { m_fpsTextUpdateRate = value; m_fpsManager.UpdateParameters(); } }
// Getters
public float CurrentFPS { get { return m_fpsMonitor.CurrentFPS; } }
public float AverageFPS { get { return m_fpsMonitor.AverageFPS; } }
public float MinFPS { get { return m_fpsMonitor.OnePercentFPS; } }
public float MaxFPS { get { return m_fpsMonitor.Zero1PercentFps; } }
// Ram ---------------------------------------------------------------------------
// Setters & Getters
public ModuleState RamModuleState { get { return m_ramModuleState; }
set { m_ramModuleState = value; m_ramManager.SetState(m_ramModuleState); } }
public Color AllocatedRamColor { get { return m_allocatedRamColor; }
set { m_allocatedRamColor = value; m_ramManager.UpdateParameters(); } }
public Color ReservedRamColor { get { return m_reservedRamColor; }
set { m_reservedRamColor = value; m_ramManager.UpdateParameters(); } }
public Color MonoRamColor { get { return m_monoRamColor; }
set { m_monoRamColor = value; m_ramManager.UpdateParameters(); } }
public int RamGraphResolution { get { return m_ramGraphResolution; }
set { m_ramGraphResolution = value; m_ramManager.UpdateParameters(); } }
public int RamTextUpdateRate { get { return m_ramTextUpdateRate; }
set { m_ramTextUpdateRate = value; m_ramManager.UpdateParameters(); } }
// Getters
public float AllocatedRam { get { return m_ramMonitor.AllocatedRam; } }
public float ReservedRam { get { return m_ramMonitor.ReservedRam; } }
public float MonoRam { get { return m_ramMonitor.MonoRam; } }
// Audio -------------------------------------------------------------------------
// Setters & Getters
public ModuleState AudioModuleState { get { return m_audioModuleState; }
set { m_audioModuleState = value; m_audioManager.SetState(m_audioModuleState); } }
public AudioListener AudioListener { get { return m_audioListener; }
set { m_audioListener = value; m_audioManager.UpdateParameters(); } }
public LookForAudioListener
FindAudioListenerInCameraIfNull { get { return m_findAudioListenerInCameraIfNull; }
set { m_findAudioListenerInCameraIfNull = value; m_audioManager.UpdateParameters(); } }
public Color AudioGraphColor { get { return m_audioGraphColor; }
set { m_audioGraphColor = value; m_audioManager.UpdateParameters(); } }
public int AudioGraphResolution { get { return m_audioGraphResolution; }
set { m_audioGraphResolution = value; m_audioManager.UpdateParameters(); } }
public int AudioTextUpdateRate { get { return m_audioTextUpdateRate; }
set { m_audioTextUpdateRate = value; m_audioManager.UpdateParameters(); } }
public FFTWindow FftWindow { get { return m_FFTWindow; }
set { m_FFTWindow = value; m_audioManager.UpdateParameters(); } }
public int SpectrumSize { get { return m_spectrumSize; }
set { m_spectrumSize = value; m_audioManager.UpdateParameters(); } }
// Getters
/// <summary>
/// Current audio spectrum from the specified AudioListener.
/// </summary>
public float[] Spectrum { get { return m_audioMonitor.Spectrum; } }
/// <summary>
/// Maximum DB registered in the current spectrum.
/// </summary>
public float MaxDB { get { return m_audioMonitor.MaxDB; } }
// Advanced ---------------------------------------------------------------------
// Setters & Getters
public ModuleState AdvancedModuleState { get { return m_advancedModuleState; }
set { m_advancedModuleState = value; m_advancedData.SetState(m_advancedModuleState); } }
public ModulePosition AdvancedModulePosition { get { return m_advancedModulePosition; }
set { m_advancedModulePosition = value; m_advancedData.SetPosition(m_advancedModulePosition); } }
#endregion
#region Methods -> Unity Callbacks
private void Start()
{
Init();
}
private void OnDestroy()
{
G_IntString.Dispose();
G_FloatString.Dispose();
}
private void Update()
{
if (m_focused && m_enableHotkeys)
{
CheckForHotkeyPresses();
}
}
private void OnApplicationFocus(bool isFocused)
{
m_focused = isFocused;
if (m_initialized && isFocused)
{
RefreshAllParameters();
}
}
#endregion
#region Methods -> Public
public void SetModulePosition(ModuleType moduleType, ModulePosition modulePosition)
{
switch (moduleType)
{
case ModuleType.FPS:
case ModuleType.RAM:
case ModuleType.AUDIO:
m_graphModulePosition = modulePosition;
m_ramManager.SetPosition(modulePosition);
m_fpsManager.SetPosition(modulePosition);
m_audioManager.SetPosition(modulePosition);
break;
case ModuleType.ADVANCED:
m_advancedData.SetPosition(modulePosition);
break;
}
}
public void SetModuleMode(ModuleType moduleType, ModuleState moduleState)
{
switch (moduleType)
{
case ModuleType.FPS:
m_fpsManager.SetState(moduleState);
break;
case ModuleType.RAM:
m_ramManager.SetState(moduleState);
break;
case ModuleType.AUDIO:
m_audioManager.SetState(moduleState);
break;
case ModuleType.ADVANCED:
m_advancedData.SetState(moduleState);
break;
}
}
public void ToggleModes()
{
if ((int)m_modulePresetState >= Enum.GetNames(typeof(ModulePreset)).Length - 1)
{
m_modulePresetState = 0;
}
else
{
m_modulePresetState++;
}
SetPreset(m_modulePresetState);
}
public void SetPreset(ModulePreset modulePreset)
{
m_modulePresetState = modulePreset;
switch (m_modulePresetState)
{
case ModulePreset.FPS_BASIC:
m_fpsManager.SetState(ModuleState.BASIC);
m_ramManager.SetState(ModuleState.OFF);
m_audioManager.SetState(ModuleState.OFF);
m_advancedData.SetState(ModuleState.OFF);
break;
case ModulePreset.FPS_TEXT:
m_fpsManager.SetState(ModuleState.TEXT);
m_ramManager.SetState(ModuleState.OFF);
m_audioManager.SetState(ModuleState.OFF);
m_advancedData.SetState(ModuleState.OFF);
break;
case ModulePreset.FPS_FULL:
m_fpsManager.SetState(ModuleState.FULL);
m_ramManager.SetState(ModuleState.OFF);
m_audioManager.SetState(ModuleState.OFF);
m_advancedData.SetState(ModuleState.OFF);
break;
case ModulePreset.FPS_TEXT_RAM_TEXT:
m_fpsManager.SetState(ModuleState.TEXT);
m_ramManager.SetState(ModuleState.TEXT);
m_audioManager.SetState(ModuleState.OFF);
m_advancedData.SetState(ModuleState.OFF);
break;
case ModulePreset.FPS_FULL_RAM_TEXT:
m_fpsManager.SetState(ModuleState.FULL);
m_ramManager.SetState(ModuleState.TEXT);
m_audioManager.SetState(ModuleState.OFF);
m_advancedData.SetState(ModuleState.OFF);
break;
case ModulePreset.FPS_FULL_RAM_FULL:
m_fpsManager.SetState(ModuleState.FULL);
m_ramManager.SetState(ModuleState.FULL);
m_audioManager.SetState(ModuleState.OFF);
m_advancedData.SetState(ModuleState.OFF);
break;
case ModulePreset.FPS_TEXT_RAM_TEXT_AUDIO_TEXT:
m_fpsManager.SetState(ModuleState.TEXT);
m_ramManager.SetState(ModuleState.TEXT);
m_audioManager.SetState(ModuleState.TEXT);
m_advancedData.SetState(ModuleState.OFF);
break;
case ModulePreset.FPS_FULL_RAM_TEXT_AUDIO_TEXT:
m_fpsManager.SetState(ModuleState.FULL);
m_ramManager.SetState(ModuleState.TEXT);
m_audioManager.SetState(ModuleState.TEXT);
m_advancedData.SetState(ModuleState.OFF);
break;
case ModulePreset.FPS_FULL_RAM_FULL_AUDIO_TEXT:
m_fpsManager.SetState(ModuleState.FULL);
m_ramManager.SetState(ModuleState.FULL);
m_audioManager.SetState(ModuleState.TEXT);
m_advancedData.SetState(ModuleState.OFF);
break;
case ModulePreset.FPS_FULL_RAM_FULL_AUDIO_FULL:
m_fpsManager.SetState(ModuleState.FULL);
m_ramManager.SetState(ModuleState.FULL);
m_audioManager.SetState(ModuleState.FULL);
m_advancedData.SetState(ModuleState.OFF);
break;
case ModulePreset.FPS_FULL_RAM_FULL_AUDIO_FULL_ADVANCED_FULL:
m_fpsManager.SetState(ModuleState.FULL);
m_ramManager.SetState(ModuleState.FULL);
m_audioManager.SetState(ModuleState.FULL);
m_advancedData.SetState(ModuleState.FULL);
break;
case ModulePreset.FPS_BASIC_ADVANCED_FULL:
m_fpsManager.SetState(ModuleState.BASIC);
m_ramManager.SetState(ModuleState.OFF);
m_audioManager.SetState(ModuleState.OFF);
m_advancedData.SetState(ModuleState.FULL);
break;
default:
Debug.LogWarning( "[GraphyManager]::SetPreset - Tried to set a preset that is not supported." );
break;
}
}
public void ToggleActive()
{
if (!m_active)
{
Enable();
}
else
{
Disable();
}
}
public void Enable()
{
if (!m_active)
{
if (m_initialized)
{
m_fpsManager.RestorePreviousState();
m_ramManager.RestorePreviousState();
m_audioManager.RestorePreviousState();
m_advancedData.RestorePreviousState();
m_active = true;
}
else
{
Init();
}
}
}
public void Disable()
{
if (m_active)
{
m_fpsManager.SetState(ModuleState.OFF);
m_ramManager.SetState(ModuleState.OFF);
m_audioManager.SetState(ModuleState.OFF);
m_advancedData.SetState(ModuleState.OFF);
m_active = false;
}
}
#endregion
#region Methods -> Private
private void Init()
{
if (m_keepAlive)
{
DontDestroyOnLoad(transform.root.gameObject);
}
m_fpsMonitor = GetComponentInChildren(typeof(G_FpsMonitor), true) as G_FpsMonitor;
m_ramMonitor = GetComponentInChildren(typeof(G_RamMonitor), true) as G_RamMonitor;
m_audioMonitor = GetComponentInChildren(typeof(G_AudioMonitor), true) as G_AudioMonitor;
m_fpsManager = GetComponentInChildren(typeof(G_FpsManager), true) as G_FpsManager;
m_ramManager = GetComponentInChildren(typeof(G_RamManager), true) as G_RamManager;
m_audioManager = GetComponentInChildren(typeof(G_AudioManager), true) as G_AudioManager;
m_advancedData = GetComponentInChildren(typeof(G_AdvancedData), true) as G_AdvancedData;
m_fpsManager .SetPosition(m_graphModulePosition);
m_ramManager .SetPosition(m_graphModulePosition);
m_audioManager .SetPosition(m_graphModulePosition);
m_advancedData .SetPosition(m_advancedModulePosition);
m_fpsManager .SetState (m_fpsModuleState);
m_ramManager .SetState (m_ramModuleState);
m_audioManager .SetState (m_audioModuleState);
m_advancedData .SetState (m_advancedModuleState);
if (!m_enableOnStartup)
{
ToggleActive();
// We need to enable this on startup because we disable it in GraphyManagerEditor
GetComponent<Canvas>().enabled = true;
}
m_initialized = true;
}
private void CheckForHotkeyPresses()
{
#if GRAPHY_NEW_INPUT
// Toggle Mode ---------------------------------------
if (m_toggleModeCtrl && m_toggleModeAlt)
{
if (CheckFor3KeyPress(m_toggleModeKeyCode, Key.LeftCtrl, Key.LeftAlt)
|| CheckFor3KeyPress(m_toggleModeKeyCode, Key.RightCtrl, Key.LeftAlt)
|| CheckFor3KeyPress(m_toggleModeKeyCode, Key.RightCtrl, Key.RightAlt)
|| CheckFor3KeyPress(m_toggleModeKeyCode, Key.LeftCtrl, Key.RightAlt))
{
ToggleModes();
}
}
else if (m_toggleModeCtrl)
{
if (CheckFor2KeyPress(m_toggleModeKeyCode, Key.LeftCtrl)
|| CheckFor2KeyPress(m_toggleModeKeyCode, Key.RightCtrl))
{
ToggleModes();
}
}
else if (m_toggleModeAlt)
{
if (CheckFor2KeyPress(m_toggleModeKeyCode, Key.LeftAlt)
|| CheckFor2KeyPress(m_toggleModeKeyCode, Key.RightAlt))
{
ToggleModes();
}
}
else
{
if (CheckFor1KeyPress(m_toggleModeKeyCode))
{
ToggleModes();
}
}
// Toggle Active -------------------------------------
if (m_toggleActiveCtrl && m_toggleActiveAlt)
{
if (CheckFor3KeyPress(m_toggleActiveKeyCode, Key.LeftCtrl, Key.LeftAlt)
|| CheckFor3KeyPress(m_toggleActiveKeyCode, Key.RightCtrl, Key.LeftAlt)
|| CheckFor3KeyPress(m_toggleActiveKeyCode, Key.RightCtrl, Key.RightAlt)
|| CheckFor3KeyPress(m_toggleActiveKeyCode, Key.LeftCtrl, Key.RightAlt))
{
ToggleActive();
}
}
else if (m_toggleActiveCtrl)
{
if (CheckFor2KeyPress(m_toggleActiveKeyCode, Key.LeftCtrl)
|| CheckFor2KeyPress(m_toggleActiveKeyCode, Key.RightCtrl))
{
ToggleActive();
}
}
else if (m_toggleActiveAlt)
{
if (CheckFor2KeyPress(m_toggleActiveKeyCode, Key.LeftAlt)
|| CheckFor2KeyPress(m_toggleActiveKeyCode, Key.RightAlt))
{
ToggleActive();
}
}
else
{
if (CheckFor1KeyPress(m_toggleActiveKeyCode))
{
ToggleActive();
}
}
#else
// Toggle Mode ---------------------------------------
if (m_toggleModeCtrl && m_toggleModeAlt)
{
if (CheckFor3KeyPress(m_toggleModeKeyCode, KeyCode.LeftControl, KeyCode.LeftAlt)
|| CheckFor3KeyPress(m_toggleModeKeyCode, KeyCode.RightControl, KeyCode.LeftAlt)
|| CheckFor3KeyPress(m_toggleModeKeyCode, KeyCode.RightControl, KeyCode.RightAlt)
|| CheckFor3KeyPress(m_toggleModeKeyCode, KeyCode.LeftControl, KeyCode.RightAlt))
{
ToggleModes();
}
}
else if (m_toggleModeCtrl)
{
if ( CheckFor2KeyPress(m_toggleModeKeyCode, KeyCode.LeftControl)
|| CheckFor2KeyPress(m_toggleModeKeyCode, KeyCode.RightControl))
{
ToggleModes();
}
}
else if (m_toggleModeAlt)
{
if ( CheckFor2KeyPress(m_toggleModeKeyCode, KeyCode.LeftAlt)
|| CheckFor2KeyPress(m_toggleModeKeyCode, KeyCode.RightAlt))
{
ToggleModes();
}
}
else
{
if (CheckFor1KeyPress(m_toggleModeKeyCode))
{
ToggleModes();
}
}
// Toggle Active -------------------------------------
if (m_toggleActiveCtrl && m_toggleActiveAlt)
{
if ( CheckFor3KeyPress(m_toggleActiveKeyCode, KeyCode.LeftControl, KeyCode.LeftAlt)
|| CheckFor3KeyPress(m_toggleActiveKeyCode, KeyCode.RightControl, KeyCode.LeftAlt)
|| CheckFor3KeyPress(m_toggleActiveKeyCode, KeyCode.RightControl, KeyCode.RightAlt)
|| CheckFor3KeyPress(m_toggleActiveKeyCode, KeyCode.LeftControl, KeyCode.RightAlt))
{
ToggleActive();
}
}
else if (m_toggleActiveCtrl)
{
if ( CheckFor2KeyPress(m_toggleActiveKeyCode, KeyCode.LeftControl)
|| CheckFor2KeyPress(m_toggleActiveKeyCode, KeyCode.RightControl))
{
ToggleActive();
}
}
else if (m_toggleActiveAlt)
{
if ( CheckFor2KeyPress(m_toggleActiveKeyCode, KeyCode.LeftAlt)
|| CheckFor2KeyPress(m_toggleActiveKeyCode, KeyCode.RightAlt))
{
ToggleActive();
}
}
else
{
if (CheckFor1KeyPress(m_toggleActiveKeyCode))
{
ToggleActive();
}
}
#endif
}
#if GRAPHY_NEW_INPUT
private bool CheckFor1KeyPress(Key key)
{
Keyboard currentKeyboard = Keyboard.current;
if (currentKeyboard != null)
{
return Keyboard.current[key].wasPressedThisFrame;
}
return false;
}
private bool CheckFor2KeyPress(Key key1, Key key2)
{
Keyboard currentKeyboard = Keyboard.current;
if (currentKeyboard != null)
{
return Keyboard.current[key1].wasPressedThisFrame && Keyboard.current[key2].isPressed
|| Keyboard.current[key2].wasPressedThisFrame && Keyboard.current[key1].isPressed;
}
return false;
}
private bool CheckFor3KeyPress(Key key1, Key key2, Key key3)
{
Keyboard currentKeyboard = Keyboard.current;
if (currentKeyboard != null)
{
return Keyboard.current[key1].wasPressedThisFrame && Keyboard.current[key2].isPressed && Keyboard.current[key3].isPressed
|| Keyboard.current[key2].wasPressedThisFrame && Keyboard.current[key1].isPressed && Keyboard.current[key3].isPressed
|| Keyboard.current[key3].wasPressedThisFrame && Keyboard.current[key1].isPressed && Keyboard.current[key2].isPressed;
}
return false;
}
#else
private bool CheckFor1KeyPress(KeyCode key)
{
return Input.GetKeyDown(key);
}
private bool CheckFor2KeyPress(KeyCode key1, KeyCode key2)
{
return Input.GetKeyDown(key1) && Input.GetKey(key2)
|| Input.GetKeyDown(key2) && Input.GetKey(key1);
}
private bool CheckFor3KeyPress(KeyCode key1, KeyCode key2, KeyCode key3)
{
return Input.GetKeyDown(key1) && Input.GetKey(key2) && Input.GetKey(key3)
|| Input.GetKeyDown(key2) && Input.GetKey(key1) && Input.GetKey(key3)
|| Input.GetKeyDown(key3) && Input.GetKey(key1) && Input.GetKey(key2);
}
#endif
private void UpdateAllParameters()
{
m_fpsManager .UpdateParameters();
m_ramManager .UpdateParameters();
m_audioManager .UpdateParameters();
m_advancedData .UpdateParameters();
}
private void RefreshAllParameters()
{
m_fpsManager .RefreshParameters();
m_ramManager .RefreshParameters();
m_audioManager .RefreshParameters();
m_advancedData .RefreshParameters();
}
#endregion
}
}

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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 15-Dec-17
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using Tayx.Graphy.Graph;
using UnityEngine;
using UnityEngine.UI;
#if UNITY_5_5_OR_NEWER
using UnityEngine.Profiling;
#endif
namespace Tayx.Graphy.Ram
{
public class G_RamGraph : G_Graph
{
#region Variables -> Serialized Private
[SerializeField] private Image m_imageAllocated = null;
[SerializeField] private Image m_imageReserved = null;
[SerializeField] private Image m_imageMono = null;
[SerializeField] private Shader ShaderFull = null;
[SerializeField] private Shader ShaderLight = null;
[SerializeField] private bool m_isInitialized = false;
#endregion
#region Variables -> Private
private GraphyManager m_graphyManager = null;
private G_RamMonitor m_ramMonitor = null;
private int m_resolution = 150;
private G_GraphShader m_shaderGraphAllocated = null;
private G_GraphShader m_shaderGraphReserved = null;
private G_GraphShader m_shaderGraphMono = null;
private float[] m_allocatedArray;
private float[] m_reservedArray;
private float[] m_monoArray;
private float m_highestMemory = 0;
#endregion
#region Methods -> Unity Callbacks
private void Update()
{
UpdateGraph();
}
#endregion
#region Methods -> Public
public void UpdateParameters()
{
if ( m_shaderGraphAllocated == null
|| m_shaderGraphReserved == null
|| m_shaderGraphMono == null)
{
/*
* Note: this is fine, since we don't much
* care what granularity we use if the graph
* has not been initialized, i.e. it's disabled.
* There is no chance that for some reason
* parameters will not stay up to date if
* at some point in the future the graph is enabled:
* at the end of Init(), UpdateParameters() is
* called again.
*/
return;
}
switch (m_graphyManager.GraphyMode)
{
case GraphyManager.Mode.FULL:
m_shaderGraphAllocated .ArrayMaxSize = G_GraphShader.ArrayMaxSizeFull;
m_shaderGraphReserved .ArrayMaxSize = G_GraphShader.ArrayMaxSizeFull;
m_shaderGraphMono .ArrayMaxSize = G_GraphShader.ArrayMaxSizeFull;
m_shaderGraphAllocated .Image.material = new Material(ShaderFull);
m_shaderGraphReserved .Image.material = new Material(ShaderFull);
m_shaderGraphMono .Image.material = new Material(ShaderFull);
break;
case GraphyManager.Mode.LIGHT:
m_shaderGraphAllocated .ArrayMaxSize = G_GraphShader.ArrayMaxSizeLight;
m_shaderGraphReserved .ArrayMaxSize = G_GraphShader.ArrayMaxSizeLight;
m_shaderGraphMono .ArrayMaxSize = G_GraphShader.ArrayMaxSizeLight;
m_shaderGraphAllocated .Image.material = new Material(ShaderLight);
m_shaderGraphReserved .Image.material = new Material(ShaderLight);
m_shaderGraphMono .Image.material = new Material(ShaderLight);
break;
}
m_shaderGraphAllocated.InitializeShader();
m_shaderGraphReserved.InitializeShader();
m_shaderGraphMono.InitializeShader();
m_resolution = m_graphyManager.RamGraphResolution;
CreatePoints();
}
#endregion
#region Methods -> Protected Override
protected override void UpdateGraph()
{
// Since we no longer initialize by default OnEnable(),
// we need to check here, and Init() if needed
if (!m_isInitialized)
{
Init();
}
float allocatedMemory = m_ramMonitor.AllocatedRam;
float reservedMemory = m_ramMonitor.ReservedRam;
float monoMemory = m_ramMonitor.MonoRam;
m_highestMemory = 0;
for (int i = 0; i <= m_resolution - 1; i++)
{
if (i >= m_resolution - 1)
{
m_allocatedArray[i] = allocatedMemory;
m_reservedArray[i] = reservedMemory;
m_monoArray[i] = monoMemory;
}
else
{
m_allocatedArray[i] = m_allocatedArray[i + 1];
m_reservedArray[i] = m_reservedArray[i + 1];
m_monoArray[i] = m_monoArray[i + 1];
}
if (m_highestMemory < m_reservedArray[i])
{
m_highestMemory = m_reservedArray[i];
}
}
for (int i = 0; i <= m_resolution - 1; i++)
{
m_shaderGraphAllocated.ShaderArrayValues[i] = m_allocatedArray[i] / m_highestMemory;
m_shaderGraphReserved.ShaderArrayValues[i] = m_reservedArray[i] / m_highestMemory;
m_shaderGraphMono.ShaderArrayValues[i] = m_monoArray[i] / m_highestMemory;
}
m_shaderGraphAllocated.UpdatePoints();
m_shaderGraphReserved.UpdatePoints();
m_shaderGraphMono.UpdatePoints();
}
protected override void CreatePoints()
{
if (m_shaderGraphAllocated.ShaderArrayValues == null || m_shaderGraphAllocated.ShaderArrayValues.Length != m_resolution)
{
m_allocatedArray = new float[m_resolution];
m_reservedArray = new float[m_resolution];
m_monoArray = new float[m_resolution];
m_shaderGraphAllocated.ShaderArrayValues = new float[m_resolution];
m_shaderGraphReserved.ShaderArrayValues = new float[m_resolution];
m_shaderGraphMono.ShaderArrayValues = new float[m_resolution];
}
for (int i = 0; i < m_resolution; i++)
{
m_shaderGraphAllocated.ShaderArrayValues[i] = 0;
m_shaderGraphReserved.ShaderArrayValues[i] = 0;
m_shaderGraphMono.ShaderArrayValues[i] = 0;
}
// Initialize the material values
// Colors
m_shaderGraphAllocated.GoodColor = m_graphyManager.AllocatedRamColor;
m_shaderGraphAllocated.CautionColor = m_graphyManager.AllocatedRamColor;
m_shaderGraphAllocated.CriticalColor = m_graphyManager.AllocatedRamColor;
m_shaderGraphAllocated.UpdateColors();
m_shaderGraphReserved.GoodColor = m_graphyManager.ReservedRamColor;
m_shaderGraphReserved.CautionColor = m_graphyManager.ReservedRamColor;
m_shaderGraphReserved.CriticalColor = m_graphyManager.ReservedRamColor;
m_shaderGraphReserved.UpdateColors();
m_shaderGraphMono.GoodColor = m_graphyManager.MonoRamColor;
m_shaderGraphMono.CautionColor = m_graphyManager.MonoRamColor;
m_shaderGraphMono.CriticalColor = m_graphyManager.MonoRamColor;
m_shaderGraphMono.UpdateColors();
// Thresholds
m_shaderGraphAllocated.GoodThreshold = 0;
m_shaderGraphAllocated.CautionThreshold = 0;
m_shaderGraphAllocated.UpdateThresholds();
m_shaderGraphReserved.GoodThreshold = 0;
m_shaderGraphReserved.CautionThreshold = 0;
m_shaderGraphReserved.UpdateThresholds();
m_shaderGraphMono.GoodThreshold = 0;
m_shaderGraphMono.CautionThreshold = 0;
m_shaderGraphMono.UpdateThresholds();
m_shaderGraphAllocated.UpdateArray();
m_shaderGraphReserved.UpdateArray();
m_shaderGraphMono.UpdateArray();
// Average
m_shaderGraphAllocated.Average = 0;
m_shaderGraphReserved.Average = 0;
m_shaderGraphMono.Average = 0;
m_shaderGraphAllocated.UpdateAverage();
m_shaderGraphReserved.UpdateAverage();
m_shaderGraphMono.UpdateAverage();
}
#endregion
#region Methods -> Private
private void Init()
{
m_graphyManager = transform.root.GetComponentInChildren<GraphyManager>();
m_ramMonitor = GetComponent<G_RamMonitor>();
m_shaderGraphAllocated = new G_GraphShader();
m_shaderGraphReserved = new G_GraphShader();
m_shaderGraphMono = new G_GraphShader();
m_shaderGraphAllocated .Image = m_imageAllocated;
m_shaderGraphReserved .Image = m_imageReserved;
m_shaderGraphMono .Image = m_imageMono;
UpdateParameters();
m_isInitialized = true;
}
#endregion
}
}

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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 03-Jan-18
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using UnityEngine;
using System.Collections.Generic;
using Tayx.Graphy.UI;
using Tayx.Graphy.Utils;
using UnityEngine.UI;
namespace Tayx.Graphy.Ram
{
public class G_RamManager : MonoBehaviour, IMovable, IModifiableState
{
/* ----- TODO: ----------------------------
* Add summaries to the variables.
* Add summaries to the functions.
* Check if we should add a "RequireComponent" for "RectTransform".
* Check if we should add a "RequireComponent" for "RamGraph".
* Check why this manager doesnt use RamMonitor, as all the other managers have a monitor script.
* Check if we should add a "RequireComponent" for "RamText".
* --------------------------------------*/
#region Variables -> Serialized Private
[SerializeField] private GameObject m_ramGraphGameObject = null;
[SerializeField] private List<Image> m_backgroundImages = new List<Image>();
#endregion
#region Variables -> Private
private GraphyManager m_graphyManager = null;
private G_RamGraph m_ramGraph = null;
private G_RamText m_ramText = null;
private RectTransform m_rectTransform = null;
private List<GameObject> m_childrenGameObjects = new List<GameObject>();
private GraphyManager.ModuleState m_previousModuleState = GraphyManager.ModuleState.FULL;
private GraphyManager.ModuleState m_currentModuleState = GraphyManager.ModuleState.FULL;
#endregion
#region Methods -> Unity Callbacks
private void Awake()
{
Init();
}
private void Start()
{
UpdateParameters();
}
#endregion
#region Methods -> Public
public void SetPosition(GraphyManager.ModulePosition newModulePosition)
{
float xSideOffset = Mathf.Abs(m_rectTransform.anchoredPosition.x);
float ySideOffset = Mathf.Abs(m_rectTransform.anchoredPosition.y);
switch (newModulePosition)
{
case GraphyManager.ModulePosition.TOP_LEFT:
m_rectTransform.anchorMax = Vector2.up;
m_rectTransform.anchorMin = Vector2.up;
m_rectTransform.anchoredPosition = new Vector2(xSideOffset, -ySideOffset);
break;
case GraphyManager.ModulePosition.TOP_RIGHT:
m_rectTransform.anchorMax = Vector2.one;
m_rectTransform.anchorMin = Vector2.one;
m_rectTransform.anchoredPosition = new Vector2(-xSideOffset, -ySideOffset);
break;
case GraphyManager.ModulePosition.BOTTOM_LEFT:
m_rectTransform.anchorMax = Vector2.zero;
m_rectTransform.anchorMin = Vector2.zero;
m_rectTransform.anchoredPosition = new Vector2(xSideOffset, ySideOffset);
break;
case GraphyManager.ModulePosition.BOTTOM_RIGHT:
m_rectTransform.anchorMax = Vector2.right;
m_rectTransform.anchorMin = Vector2.right;
m_rectTransform.anchoredPosition = new Vector2(-xSideOffset, ySideOffset);
break;
case GraphyManager.ModulePosition.FREE:
break;
}
}
public void SetState(GraphyManager.ModuleState state, bool silentUpdate = false)
{
if (!silentUpdate)
{
m_previousModuleState = m_currentModuleState;
}
m_currentModuleState = state;
switch (state)
{
case GraphyManager.ModuleState.FULL:
gameObject.SetActive(true);
m_childrenGameObjects.SetAllActive(true);
SetGraphActive(true);
if (m_graphyManager.Background)
{
m_backgroundImages.SetOneActive(0);
}
else
{
m_backgroundImages.SetAllActive(false);
}
break;
case GraphyManager.ModuleState.TEXT:
case GraphyManager.ModuleState.BASIC:
gameObject.SetActive(true);
m_childrenGameObjects.SetAllActive(true);
SetGraphActive(false);
if (m_graphyManager.Background)
{
m_backgroundImages.SetOneActive(1);
}
else
{
m_backgroundImages.SetAllActive(false);
}
break;
case GraphyManager.ModuleState.BACKGROUND:
gameObject.SetActive(true);
SetGraphActive(false);
m_childrenGameObjects.SetAllActive(false);
m_backgroundImages.SetAllActive(false);
break;
case GraphyManager.ModuleState.OFF:
gameObject.SetActive(false);
break;
}
}
public void RestorePreviousState()
{
SetState(m_previousModuleState);
}
public void UpdateParameters()
{
foreach (var image in m_backgroundImages)
{
image.color = m_graphyManager.BackgroundColor;
}
m_ramGraph .UpdateParameters();
m_ramText .UpdateParameters();
SetState(m_graphyManager.RamModuleState);
}
public void RefreshParameters()
{
foreach (var image in m_backgroundImages)
{
image.color = m_graphyManager.BackgroundColor;
}
m_ramGraph .UpdateParameters();
m_ramText .UpdateParameters();
SetState(m_currentModuleState, true);
}
#endregion
#region Methods -> Private
private void Init()
{
m_graphyManager = transform.root.GetComponentInChildren<GraphyManager>();
m_ramGraph = GetComponent<G_RamGraph>();
m_ramText = GetComponent<G_RamText>();
m_rectTransform = GetComponent<RectTransform>();
foreach (Transform child in transform)
{
if (child.parent == transform)
{
m_childrenGameObjects.Add(child.gameObject);
}
}
}
private void SetGraphActive(bool active)
{
m_ramGraph.enabled = active;
m_ramGraphGameObject.SetActive(active);
}
#endregion
}
}

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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 15-Dec-17
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using UnityEngine;
#if UNITY_5_5_OR_NEWER
using UnityEngine.Profiling;
#endif
namespace Tayx.Graphy.Ram
{
public class G_RamMonitor : MonoBehaviour
{
#region Properties -> Public
public float AllocatedRam { get; private set; }
public float ReservedRam { get; private set; }
public float MonoRam { get; private set; }
#endregion
#region Methods -> Unity Callbacks
private void Update()
{
AllocatedRam = Profiler.GetTotalAllocatedMemoryLong()/ 1048576f;
ReservedRam = Profiler.GetTotalReservedMemoryLong() / 1048576f;
MonoRam = Profiler.GetMonoUsedSizeLong() / 1048576f;
}
#endregion
}
}

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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 05-Dec-17
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using UnityEngine;
using UnityEngine.UI;
using Tayx.Graphy.Utils.NumString;
namespace Tayx.Graphy.Ram
{
public class G_RamText : MonoBehaviour
{
#region Variables -> Serialized Private
[SerializeField] private Text m_allocatedSystemMemorySizeText = null;
[SerializeField] private Text m_reservedSystemMemorySizeText = null;
[SerializeField] private Text m_monoSystemMemorySizeText = null;
#endregion
#region Variables -> Private
private GraphyManager m_graphyManager = null;
private G_RamMonitor m_ramMonitor = null;
private float m_updateRate = 4f; // 4 updates per sec.
private float m_deltaTime = 0.0f;
#endregion
#region Methods -> Unity Callbacks
private void Awake()
{
Init();
}
private void Update()
{
m_deltaTime += Time.unscaledDeltaTime;
if (m_deltaTime > 1f / m_updateRate)
{
// Update allocated, mono and reserved memory
m_allocatedSystemMemorySizeText .text = ((int)m_ramMonitor.AllocatedRam).ToStringNonAlloc();
m_reservedSystemMemorySizeText .text = ((int)m_ramMonitor.ReservedRam).ToStringNonAlloc();
m_monoSystemMemorySizeText .text = ((int)m_ramMonitor.MonoRam).ToStringNonAlloc();
m_deltaTime = 0f;
}
}
#endregion
#region Methods -> Public
public void UpdateParameters()
{
m_allocatedSystemMemorySizeText .color = m_graphyManager.AllocatedRamColor;
m_reservedSystemMemorySizeText .color = m_graphyManager.ReservedRamColor;
m_monoSystemMemorySizeText .color = m_graphyManager.MonoRamColor;
m_updateRate = m_graphyManager.RamTextUpdateRate;
}
#endregion
#region Methods -> Private
private void Init()
{
// We assume no game will consume more than 16GB of RAM.
// If it does, who cares about some minuscule garbage allocation lol.
G_IntString.Init( 0, 16386 );
m_graphyManager = transform.root.GetComponentInChildren<GraphyManager>();
m_ramMonitor = GetComponent<G_RamMonitor>();
UpdateParameters();
}
#endregion
}
}

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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 22-Nov-17
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using UnityEngine;
using UnityEngine.UI;
namespace Tayx.Graphy
{
/// <summary>
/// This class communicates directly with the shader to draw the graphs. Performance here is very important
/// to reduce as much overhead as possible, as we are updating hundreds of values every frame.
/// </summary>
public class G_GraphShader
{
#region Variables
public const int ArrayMaxSizeFull = 512;
public const int ArrayMaxSizeLight = 128;
public int ArrayMaxSize = 128;
public float[] ShaderArrayValues;
public Image Image = null;
private string Name = "GraphValues"; // The name of the array
private string Name_Length = "GraphValues_Length";
public float Average = 0;
private int m_averagePropertyId = 0;
public float GoodThreshold = 0;
public float CautionThreshold = 0;
private int m_goodThresholdPropertyId = 0;
private int m_cautionThresholdPropertyId = 0;
public Color GoodColor = Color.white;
public Color CautionColor = Color.white;
public Color CriticalColor = Color.white;
private int m_goodColorPropertyId = 0;
private int m_cautionColorPropertyId = 0;
private int m_criticalColorPropertyId = 0;
#endregion
#region Methods -> Public
/// <summary>
/// This is done to avoid a design problem that arrays in shaders have,
/// and should be called before initializing any shader graph.
/// The first time that you use initialize an array, the size of the array in the shader is fixed.
/// This is why sometimes you will get a warning saying that the array size will be capped.
/// It shouldn't generate any issues, but in the worst case scenario just reset the Unity Editor
/// (if for some reason the shaders reload).
/// I also cache the Property IDs, that make access faster to modify shader parameters.
/// </summary>
public void InitializeShader()
{
Image.material.SetFloatArray( Name, new float[ ArrayMaxSize ] );
m_averagePropertyId = Shader.PropertyToID( "Average" );
m_goodThresholdPropertyId = Shader.PropertyToID( "_GoodThreshold" );
m_cautionThresholdPropertyId = Shader.PropertyToID( "_CautionThreshold" );
m_goodColorPropertyId = Shader.PropertyToID( "_GoodColor" );
m_cautionColorPropertyId = Shader.PropertyToID( "_CautionColor" );
m_criticalColorPropertyId = Shader.PropertyToID( "_CriticalColor" );
}
/// <summary>
/// Updates the material linked with this shader graph with the values in the float[] array.
/// </summary>
public void UpdateArray()
{
Image.material.SetInt( Name_Length, ShaderArrayValues.Length );
}
/// <summary>
/// Updates the average parameter in the material.
/// </summary>
public void UpdateAverage()
{
Image.material.SetFloat( m_averagePropertyId, Average );
}
/// <summary>
/// Updates the thresholds in the material.
/// </summary>
public void UpdateThresholds()
{
Image.material.SetFloat( m_goodThresholdPropertyId, GoodThreshold );
Image.material.SetFloat( m_cautionThresholdPropertyId, CautionThreshold );
}
/// <summary>
/// Updates the colors in the material.
/// </summary>
public void UpdateColors()
{
Image.material.SetColor( m_goodColorPropertyId, GoodColor );
Image.material.SetColor( m_cautionColorPropertyId, CautionColor );
Image.material.SetColor( m_criticalColorPropertyId, CriticalColor );
}
/// <summary>
/// Updates the points in the graph with the set array of values.
/// </summary>
public void UpdatePoints()
{
// Requires an array called "name"
// and another one called "name_Length"
Image.material.SetFloatArray( Name, ShaderArrayValues );
}
#endregion
}
}

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"name": "Tayx.Graphy",
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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 03-Jan-18
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
namespace Tayx.Graphy.UI
{
public interface IModifiableState
{
/// <summary>
/// Set the module state.
/// </summary>
/// <param name="newState">
/// The new state.
/// </param>
void SetState(GraphyManager.ModuleState newState, bool silentUpdate);
}
}

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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 03-Jan-18
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
namespace Tayx.Graphy.UI
{
public interface IMovable
{
/// <summary>
/// Sets the position of the module.
/// </summary>
/// <param name="newModulePosition">
/// The new position of the module.
/// </param>
void SetPosition(GraphyManager.ModulePosition newModulePosition);
}
}

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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 04-Jan-18
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using UnityEngine;
using System.Collections.Generic;
using UnityEngine.UI;
namespace Tayx.Graphy.Utils
{
public static class G_ExtensionMethods
{
#region Methods -> Extension Methods
/// <summary>
/// Functions as the SetActive function in the GameObject class, but for a list of them.
/// </summary>
/// <param name="gameObjects">
/// List of GameObjects.
/// </param>
/// <param name="active">
/// Wether to turn them on or off.
/// </param>
public static List<GameObject> SetAllActive(this List<GameObject> gameObjects, bool active)
{
foreach (var gameObj in gameObjects)
{
gameObj.SetActive(active);
}
return gameObjects;
}
public static List<Image> SetOneActive(this List<Image> images, int active)
{
for (int i = 0; i < images.Count; i++)
{
images[i].gameObject.SetActive(i == active);
}
return images;
}
public static List<Image> SetAllActive(this List<Image> images, bool active)
{
foreach (var image in images)
{
image.gameObject.SetActive(active);
}
return images;
}
#endregion
}
}

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/* ---------------------------------------
* Author: Started by David Mkrtchyan, modified by Martin Pane (martintayx@gmail.com) (@tayx94)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 18-May-18
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using UnityEngine;
namespace Tayx.Graphy.Utils.NumString
{
public static class G_FloatString
{
#region Variables -> Private
/// <summary>
/// Float represented as a string, formatted.
/// </summary>
private const string m_floatFormat = "0.0";
/// <summary>
/// The currently defined, globally used decimal multiplier.
/// </summary>
private static float m_decimalMultiplier = 10f;
/// <summary>
/// List of negative floats casted to strings.
/// </summary>
private static string[] m_negativeBuffer = new string[0];
/// <summary>
/// List of positive floats casted to strings.
/// </summary>
private static string[] m_positiveBuffer = new string[0];
#endregion
#region Properties -> Public
/// <summary>
/// The lowest float value of the existing number buffer.
/// </summary>
public static float MinValue => -(m_negativeBuffer.Length - 1).FromIndex();
/// <summary>
/// The highest float value of the existing number buffer.
/// </summary>
public static float MaxValue => (m_positiveBuffer.Length - 1).FromIndex();
#endregion
#region Methods -> Public
/// <summary>
/// Initialize the buffers.
/// </summary>
/// <param name="minNegativeValue">
/// Lowest negative value allowed.
/// </param>
/// <param name="maxPositiveValue">
/// Highest positive value allowed.
/// </param>
public static void Init( float minNegativeValue, float maxPositiveValue )
{
int negativeLength = minNegativeValue.ToIndex();
int positiveLength = maxPositiveValue.ToIndex();
if ( MinValue > minNegativeValue && negativeLength >= 0 )
{
m_negativeBuffer = new string[ negativeLength ];
for ( int i = 0; i < negativeLength; i++ )
{
m_negativeBuffer[ i ] = (-i - 1).FromIndex().ToString( m_floatFormat );
}
}
if ( MaxValue < maxPositiveValue && positiveLength >= 0 )
{
m_positiveBuffer = new string[ positiveLength + 1 ];
for ( int i = 0; i < positiveLength + 1; i++ )
{
m_positiveBuffer[ i ] = i.FromIndex().ToString( m_floatFormat );
}
}
}
public static void Dispose()
{
m_negativeBuffer = new string[0];
m_positiveBuffer = new string[0];
}
/// <summary>
/// Returns this float as a cached string.
/// </summary>
/// <param name="value">
/// The required float.
/// </param>
/// <returns>
/// A cached number string.
/// </returns>
public static string ToStringNonAlloc(this float value)
{
int valIndex = value.ToIndex();
if (value < 0 && valIndex < m_negativeBuffer.Length)
{
return m_negativeBuffer[valIndex];
}
if (value >= 0 && valIndex < m_positiveBuffer.Length)
{
return m_positiveBuffer[valIndex];
}
return value.ToString();
}
//TODO: Convert this to use m_floatFormat instead, but investigate which functions require and dont require one first.
/// <summary>
/// Returns this float as a cached string.
/// </summary>
/// <param name="value">
/// The required float.
/// </param>
/// <returns>
/// A cached number string.
/// </returns>
public static string ToStringNonAlloc(this float value, string format)
{
int valIndex = value.ToIndex();
if (value < 0 && valIndex < m_negativeBuffer.Length)
{
return m_negativeBuffer[valIndex];
}
if (value >= 0 && valIndex < m_positiveBuffer.Length)
{
return m_positiveBuffer[valIndex];
}
return value.ToString(format);
}
/// <summary>
/// Returns a float as a casted int.
/// </summary>
/// <param name="f">
/// The given float.
/// </param>
/// <returns>
/// The given float as an int.
/// </returns>
public static int ToInt(this float f)
{
return (int)f;
}
/// <summary>
/// Returns an int as a casted float.
/// </summary>
/// <param name="f">
/// The given int.
/// </param>
/// <returns>
/// The given int as a float.
/// </returns>
public static float ToFloat(this int i)
{
return (float)i;
}
#endregion
#region Methods -> Private
private static int ToIndex(this float f)
{
return Mathf.Abs((f * m_decimalMultiplier).ToInt());
}
private static float FromIndex(this int i)
{
return (i.ToFloat() / m_decimalMultiplier);
}
#endregion
}
}

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/* ---------------------------------------
* Author: Started by David Mkrtchyan, modified by Martin Pane (martintayx@gmail.com) (@tayx94)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 18-May-18
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using UnityEngine;
namespace Tayx.Graphy.Utils.NumString
{
public static class G_IntString
{
#region Variables -> Private
/// <summary>
/// List of negative ints casted to strings.
/// </summary>
private static string[] m_negativeBuffer = new string[0];
/// <summary>
/// List of positive ints casted to strings.
/// </summary>
private static string[] m_positiveBuffer = new string[0];
#endregion
#region Properties -> Public
/// <summary>
/// The lowest int value of the existing number buffer.
/// </summary>
public static int MinValue => -(m_negativeBuffer.Length - 1);
/// <summary>
/// The highest int value of the existing number buffer.
/// </summary>
public static int MaxValue => m_positiveBuffer.Length;
#endregion
#region Methods -> Public
/// <summary>
/// Initialize the buffers.
/// </summary>
/// <param name="minNegativeValue">
/// Lowest negative value allowed.
/// </param>
/// <param name="maxPositiveValue">
/// Highest positive value allowed.
/// </param>
public static void Init( int minNegativeValue, int maxPositiveValue )
{
if ( MinValue > minNegativeValue && minNegativeValue <= 0 )
{
int length = Mathf.Abs( minNegativeValue );
m_negativeBuffer = new string[ length ];
for ( int i = 0; i < length; i++ )
{
m_negativeBuffer[ i ] = (-i - 1).ToString();
}
}
if ( MaxValue < maxPositiveValue && maxPositiveValue >= 0 )
{
m_positiveBuffer = new string[ maxPositiveValue + 1 ];
for ( int i = 0; i < maxPositiveValue + 1; i++ )
{
m_positiveBuffer[ i ] = i.ToString();
}
}
}
public static void Dispose()
{
m_negativeBuffer = new string[ 0 ];
m_positiveBuffer = new string[ 0 ];
}
/// <summary>
/// Returns this int as a cached string.
/// </summary>
/// <param name="value">
/// The required int.
/// </param>
/// <returns>
/// A cached number string if within the buffer ranges.
/// </returns>
public static string ToStringNonAlloc(this int value)
{
if (value < 0 && -value <= m_negativeBuffer.Length)
{
return m_negativeBuffer[-value - 1];
}
if (value >= 0 && value < m_positiveBuffer.Length)
{
return m_positiveBuffer[value];
}
// If the value is not within the buffer ranges, just do a normal .ToString()
return value.ToString();
}
#endregion
}
}

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/* ---------------------------------------
* Sourced from: https://wiki.unity3d.com/index.php/Singleton
* Modified by: Martín Pane (martintayx@gmail.com) (@tayx94)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 07-Jul-17
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using UnityEngine;
namespace Tayx.Graphy.Utils
{
/// <summary>
/// Be aware this will not prevent a non singleton constructor
/// such as `T myT = new T();`
/// To prevent that, add `protected T () {}` to your singleton class.
/// </summary>
public class G_Singleton<T> : MonoBehaviour where T : MonoBehaviour
{
#region Variables -> Private
private static T _instance;
private static object _lock = new object();
#endregion
#region Properties -> Public
public static T Instance
{
get
{
lock (_lock)
{
if (_instance == null)
{
Debug.Log
(
"[Singleton] An instance of " + typeof(T) +
" is trying to be accessed, but it wasn't initialized first. " +
"Make sure to add an instance of " + typeof(T) + " in the scene before " +
" trying to access it."
);
}
return _instance;
}
}
}
#endregion
#region Methods -> Unity Callbacks
void Awake()
{
if (_instance != null)
{
Destroy(gameObject);
}
else
{
_instance = GetComponent<T>();
}
}
void OnDestroy()
{
if (_instance == this)
{
_instance = null;
}
}
#endregion
}
}

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Shader "Graphy/Graph Mobile"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
_Color("Tint", Color) = (1,1,1,1)
[MaterialToggle] PixelSnap("Pixel snap", Float) = 0
_GoodColor("Good Color", Color) = (1,1,1,1)
_CautionColor("Caution Color", Color) = (1,1,1,1)
_CriticalColor("Critical Color", Color) = (1,1,1,1)
_GoodThreshold("Good Threshold", Float) = 0.5
_CautionThreshold("Caution Threshold", Float) = 0.25
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Cull Off
Lighting Off
ZWrite Off
ZTest Off
Blend One OneMinusSrcAlpha
Pass
{
Name "Default"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ PIXELSNAP_ON
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
fixed4 _Color;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color * _Color;
#ifdef PIXELSNAP_ON
OUT.vertex = UnityPixelSnap(OUT.vertex);
#endif
return OUT;
}
sampler2D _MainTex;
sampler2D _AlphaTex;
float _AlphaSplitEnabled;
fixed4 SampleSpriteTexture(float2 uv)
{
fixed4 color = tex2D(_MainTex, uv);
#if UNITY_TEXTURE_ALPHASPLIT_ALLOWED
if (_AlphaSplitEnabled)
color.a = tex2D(_AlphaTex, uv).r;
#endif //UNITY_TEXTURE_ALPHASPLIT_ALLOWED
return color;
}
fixed4 _GoodColor;
fixed4 _CautionColor;
fixed4 _CriticalColor;
fixed _GoodThreshold;
fixed _CautionThreshold;
uniform float Average;
// NOTE: The size of this array can break compatibility with some older GPUs
// This shader is pretty much equal to GraphStandard.shader but with a smaller Array size.
uniform float GraphValues[128];
uniform float GraphValues_Length;
fixed4 frag(v2f IN) : SV_Target
{
fixed4 color = IN.color;
fixed xCoord = IN.texcoord.x;
fixed yCoord = IN.texcoord.y;
float graphValue = GraphValues[floor(xCoord * GraphValues_Length)];
// Define the width of each element of the graph
float increment = 1.0f / (GraphValues_Length - 1);
// Assign the corresponding color
if (graphValue > _GoodThreshold)
{
color *= _GoodColor;
}
else if (graphValue > _CautionThreshold)
{
color *= _CautionColor;
}
else
{
color *= _CriticalColor;
}
// Point coloring
if (graphValue - yCoord > increment * 4)
{
//color.a = yCoord * graphValue * 0.3;
color.a *= yCoord * 0.3 / graphValue;
}
// Set as transparent the part on top of the current point value
if (yCoord > graphValue)
{
color.a = 0;
}
// Average white bar
if (yCoord < Average && yCoord > Average - 0.02)
{
color = fixed4(1, 1, 1, 1);
}
// CautionColor bar
if (yCoord < _CautionThreshold && yCoord > _CautionThreshold - 0.02)
{
color = _CautionColor;
}
// GoodColor bar
if (yCoord < _GoodThreshold && yCoord > _GoodThreshold - 0.02)
{
color = _GoodColor;
}
// Fade the alpha of the sides of the graph
if (xCoord < 0.03)
{
color.a *= 1 - (0.03 - xCoord) / 0.03;
}
else if (xCoord > 0.97)
{
color.a *= (1 - xCoord) / 0.03;
}
fixed4 c = SampleSpriteTexture(IN.texcoord) * color;
c.rgb *= c.a;
return c;
}
ENDCG
}
}
}

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Shader "Graphy/Graph Standard"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
_Color("Tint", Color) = (1,1,1,1)
[MaterialToggle] PixelSnap("Pixel snap", Float) = 0
_GoodColor("Good Color", Color) = (1,1,1,1)
_CautionColor("Caution Color", Color) = (1,1,1,1)
_CriticalColor("Critical Color", Color) = (1,1,1,1)
_GoodThreshold("Good Threshold", Float) = 0.5
_CautionThreshold("Caution Threshold", Float) = 0.25
}
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"IgnoreProjector"="True"
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"CanUseSpriteAtlas"="True"
}
Cull Off
Lighting Off
ZWrite Off
ZTest Off
Blend One OneMinusSrcAlpha
Pass
{
Name "Default"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ PIXELSNAP_ON
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
fixed4 _Color;
v2f vert(appdata_t IN)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_INITIALIZE_OUTPUT(v2f, OUT);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color * _Color;
#ifdef PIXELSNAP_ON
OUT.vertex = UnityPixelSnap(OUT.vertex);
#endif
return OUT;
}
sampler2D _MainTex;
sampler2D _AlphaTex;
float _AlphaSplitEnabled;
fixed4 SampleSpriteTexture(float2 uv)
{
fixed4 color = tex2D(_MainTex, uv);
#if UNITY_TEXTURE_ALPHASPLIT_ALLOWED
if (_AlphaSplitEnabled)
color.a = tex2D(_AlphaTex, uv).r;
#endif //UNITY_TEXTURE_ALPHASPLIT_ALLOWED
return color;
}
fixed4 _GoodColor;
fixed4 _CautionColor;
fixed4 _CriticalColor;
fixed _GoodThreshold;
fixed _CautionThreshold;
uniform float Average;
// NOTE: The size of this array can break compatibility with some older GPUs
// If you see a pink box or that the graphs are not working, try lowering this value
// or using the GraphMobile.shader
uniform float GraphValues[512];
uniform float GraphValues_Length;
fixed4 frag(v2f IN) : SV_Target
{
fixed4 color = IN.color;
fixed xCoord = IN.texcoord.x;
fixed yCoord = IN.texcoord.y;
float graphValue = GraphValues[floor(xCoord * GraphValues_Length)];
// Define the width of each element of the graph
float increment = 1.0f / (GraphValues_Length - 1);
// Assign the corresponding color
if (graphValue > _GoodThreshold)
{
color *= _GoodColor;
}
else if (graphValue > _CautionThreshold)
{
color *= _CautionColor;
}
else
{
color *= _CriticalColor;
}
// Point coloring
if (graphValue - yCoord > increment * 4)
{
//color.a = yCoord * graphValue * 0.3;
color.a *= yCoord * 0.3 / graphValue;
}
// Set as transparent the part on top of the current point value
if (yCoord > graphValue)
{
color.a = 0;
}
// Average white bar
if (yCoord < Average && yCoord > Average - 0.02)
{
color = fixed4(1, 1, 1, 1);
}
// CautionColor bar
if (yCoord < _CautionThreshold && yCoord > _CautionThreshold - 0.02)
{
color = _CautionColor;
}
// GoodColor bar
if (yCoord < _GoodThreshold && yCoord > _GoodThreshold - 0.02)
{
color = _GoodColor;
}
// Fade the alpha of the sides of the graph
if (xCoord < 0.03)
{
color.a *= 1 - (0.03 - xCoord) / 0.03;
}
else if (xCoord > 0.97)
{
color.a *= (1 - xCoord) / 0.03;
}
fixed4 c = SampleSpriteTexture(IN.texcoord) * color;
c.rgb *= c.a;
return c;
}
ENDCG
}
}
}

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@ -171,3 +172,19 @@ BoxCollider:
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@ -167,8 +167,11 @@ MonoBehaviour:
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@ -399,6 +403,33 @@ MonoBehaviour:
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@ -12,9 +12,16 @@ MonoBehaviour:
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@ -12,4 +12,10 @@ public class ActivateAllDisplays : MonoBehaviour
Display.displays[i].Activate();
}
}
[ContextMenu("Debug")]
private void NextDisplay()
{
Debug.Log($"CurrentScreen: {Display.displays.Length}");
}
}

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@ -4,6 +4,8 @@ public class BaseItem : MonoBehaviour, IInteractable
{
[SerializeField]
private float _scoreAdd = 0;
[SerializeField]
private bool _selfDestroy = true;
protected ScoreController _scoreController;
@ -17,6 +19,7 @@ public class BaseItem : MonoBehaviour, IInteractable
if (_scoreAdd > 0)
_scoreController.AddScore(_scoreAdd, true);
Destroy(gameObject);
if (_selfDestroy)
Destroy(gameObject);
}
}

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@ -0,0 +1,23 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CutsceneLookAt : MonoBehaviour
{
private Animator _animator;
private void Awake()
{
_animator = GetComponent<Animator>();
}
public void StartCutscene()
{
_animator.Play("Monument_1");
}
public void EndCutscene()
{
BNG.SceneLoader.Instance.LoadScene("ResultScene");
}
}

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@ -0,0 +1,25 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DebugSpawner : MonoBehaviour
{
public Transform SpawnPoint;
public GameObject Prefab;
public TMPro.TextMeshProUGUI _count;
private int count = 0;
public void Spawn()
{
count++;
_count.SetText(count.ToString());
Instantiate(Prefab, SpawnPoint);
}
private void Update()
{
if (Input.GetKeyDown(KeyCode.UpArrow))
Spawn();
}
}

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@ -0,0 +1,50 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.InputSystem;
public class DoubleTriggerAction : MonoBehaviour
{
public InputActionReference LeftTrigger;
public InputActionReference RightTrigger;
private float _currentValue = 0;
private bool _visorActivated = false;
public UnityEvent OnActivated = new UnityEvent();
public UnityEvent<float> OnValueChanged = new UnityEvent<float>();
private void Update()
{
if (_visorActivated)
return;
if (RightTrigger.action.inProgress && LeftTrigger.action.inProgress)
{
_currentValue = Mathf.Clamp01(_currentValue + Time.deltaTime);
}
else
{
_currentValue = Mathf.Clamp01(_currentValue - Time.deltaTime);
}
UpdateVisorValue();
}
private void UpdateVisorValue()
{
OnValueChanged?.Invoke(_currentValue);
if (_currentValue == 1)
{
ActivateVisor();
}
}
private void ActivateVisor()
{
_visorActivated = true;
OnActivated?.Invoke();
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@ -19,13 +19,6 @@ public class EndGameModule : MonoBehaviour
[SerializeField]
private UIPanel _uiPanel;
private SceneLoader _sceneLoader;
private void Awake()
{
_sceneLoader = FindObjectOfType<SceneLoader>();
}
public void ShowEndMenu(bool success)
{
_uiPanel.ShowPanel();
@ -39,6 +32,6 @@ public class EndGameModule : MonoBehaviour
_textShow.SetText(LoseText);
}
_textTimer.ShowTimer(3, string.Empty, 0, null, () => { _sceneLoader.LoadScene("ResultScene"); });
_textTimer.ShowTimer(3, string.Empty, 0, null, () => { BNG.SceneLoader.Instance.LoadScene("ResultScene"); });
}
}

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@ -1,21 +1,21 @@
using Dreamteck.Splines;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FinishController : MonoBehaviour
{
private ShipMoveSides _moveSides;
private ShipPathFollower _follower;
private CutsceneLookAt _cutsceneLook;
private void Awake()
{
_follower = FindObjectOfType<ShipPathFollower>();
_cutsceneLook = FindObjectOfType<CutsceneLookAt>();
_moveSides = FindObjectOfType<ShipMoveSides>();
}
public void StartCustcene()
{
_follower.CutsceneMovement();
_cutsceneLook.StartLook();
_moveSides.ToggleInput(false);
}
}

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@ -0,0 +1,24 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
public class LeanTimer : MonoBehaviour
{
public UnityEvent<float> OnUpdate = new UnityEvent<float>();
private LTDescr LTDescr;
public void StartTimer(float startValue, float endValue, float time, System.Action OnComplete = null)
{
LTDescr = LeanTween.value(1, 0, time).setOnUpdate((float x) =>
{
OnUpdate?.Invoke(x);
}).setOnComplete(OnComplete);
}
public void StopTimer()
{
if (LTDescr != null)
LeanTween.cancel(LTDescr.id);
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@ -7,6 +7,7 @@ using UnityEngine;
public class MonumentInfo : ScriptableObject
{
public string Name;
public string SceneName;
public Sprite Image;
[TextArea]
public string Description;

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@ -0,0 +1,8 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MonumentMini : MonoBehaviour
{
public MonumentInfo Info;
}

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@ -21,7 +21,10 @@ public class ShipMoveSides : MonoBehaviour
private void Update()
{
if (!_isEnable)
{
ResetInput();
return;
}
ApplyMovement();
}
@ -34,6 +37,11 @@ public class ShipMoveSides : MonoBehaviour
private void ResetInput()
{
_value = Mathf.Lerp(_value, 0, Time.deltaTime);
var newPos = transform.localPosition;
newPos.x = 0;
transform.localPosition = Vector3.Lerp(transform.localPosition, newPos, Time.deltaTime * _speed);
transform.localRotation = Quaternion.Euler(new Vector3(0, 0, _value * -_rollAngle));
}
public void UpdateInput(float val)

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@ -0,0 +1,46 @@
using BNG;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class StartGameSlot : MonoBehaviour
{
private SnapZone _snapZone;
private LeanTimer _leanTimer;
private void Awake()
{
_snapZone = GetComponent<SnapZone>();
_leanTimer = GetComponent<LeanTimer>();
}
private void OnEnable()
{
_snapZone.OnSnapEvent.AddListener(OnSnaped);
_snapZone.OnDetachEvent.AddListener(OnDetach);
}
private void OnDisable()
{
_snapZone.OnSnapEvent.RemoveListener(OnSnaped);
_snapZone.OnDetachEvent.RemoveListener(OnDetach);
}
private void OnSnaped(Grabbable grab)
{
string level = grab.GetComponent<MonumentMini>().Info.SceneName;
void LoadSelectedLevel()
{
SceneLoader.Instance.LoadScene(level);
}
_leanTimer.StartTimer(1, 0, 3, LoadSelectedLevel);
}
private void OnDetach(Grabbable grab)
{
_leanTimer.StopTimer();
}
}

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@ -6,8 +6,13 @@ public class UIDisplayMessage : MonoBehaviour
{
[SerializeField]
private TMPro.TextMeshProUGUI _textField;
[SerializeField]
private UIProgressBar _progressBar;
private LeanTimer _leanTimer;
private void Awake()
{
_leanTimer = GetComponent<LeanTimer>();
}
private float _time;
public void Init(DisplayMessage info)
@ -20,26 +25,19 @@ public class UIDisplayMessage : MonoBehaviour
public bool IsShow = false;
private LTDescr LTDescr;
public void Show()
{
if (IsShow)
{
LeanTween.cancel(LTDescr.id);
LTDescr = LeanTween.value(1, 0, _time).setOnUpdate((float x) =>
{
_progressBar.ChangeValue(x);
}).setOnComplete(Hide);
_leanTimer.StopTimer();
_leanTimer.StartTimer(1, 0, _time, Hide);
}
else
{
IsShow = true;
gameObject.SetActive(true);
LTDescr = LeanTween.value(1, 0, _time).setOnUpdate((float x) =>
{
_progressBar.ChangeValue(x);
}).setOnComplete(Hide);
_leanTimer.StartTimer(1, 0, _time, Hide);
}
}

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@ -5,8 +5,16 @@ using UnityEngine.UI;
public class UIProgressBar : MonoBehaviour
{
[SerializeField]
private Image _progressImage;
[SerializeField] private Image _progressImage;
[SerializeField] private bool _useColors = false;
[SerializeField] private float _maxValue;
[SerializeField][Range(0, 1)] private float _startValue;
[Space]
[Header("Color setup")]
[SerializeField] private Color _startColor;
[SerializeField] private Color _endColor;
private float _clampedValue = 0;
@ -15,16 +23,16 @@ public class UIProgressBar : MonoBehaviour
get => _clampedValue;
set
{
if (_useColors)
{
_progressImage.color = Color.Lerp(_startColor, _endColor, value);
}
_progressImage.fillAmount = value;
}
}
[SerializeField]
private float _maxValue;
[SerializeField]
[Range(0,1)]
private float _startValue;
private void Start()
{

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