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