146 lines
4.7 KiB
C#
146 lines
4.7 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: 15-Dec-17
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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 System;
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using System.Xml.Linq;
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using UnityEngine;
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using Random = UnityEngine.Random;
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namespace Tayx.Graphy.Fps
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{
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public class G_FpsMonitor : MonoBehaviour
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{
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#region Variables -> Private
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private short[] m_fpsSamples;
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private short[] m_fpsSamplesSorted;
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private short m_fpsSamplesCapacity = 1024;
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private short m_onePercentSamples = 10;
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private short m_zero1PercentSamples = 1;
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private short m_fpsSamplesCount = 0;
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private short m_indexSample = 0;
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private float m_unscaledDeltaTime = 0f;
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#endregion
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#region Properties -> Public
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public short CurrentFPS { get; private set; } = 0;
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public short AverageFPS { get; private set; } = 0;
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public short OnePercentFPS { get; private set; } = 0;
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public short Zero1PercentFps { get; private set; } = 0;
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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 Update()
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{
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m_unscaledDeltaTime = Time.unscaledDeltaTime;
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// Update fps and ms
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CurrentFPS = (short)(Mathf.RoundToInt(1f / m_unscaledDeltaTime));
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// Update avg fps
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uint averageAddedFps = 0;
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m_indexSample++;
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if ( m_indexSample >= m_fpsSamplesCapacity ) m_indexSample = 0;
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m_fpsSamples[ m_indexSample ] = CurrentFPS;
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if (m_fpsSamplesCount < m_fpsSamplesCapacity)
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{
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m_fpsSamplesCount++;
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}
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for (int i = 0; i < m_fpsSamplesCount; i++)
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{
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averageAddedFps += (uint)m_fpsSamples[i];
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}
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AverageFPS = (short)((float)averageAddedFps / (float)m_fpsSamplesCount);
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// Update percent lows
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m_fpsSamples.CopyTo( m_fpsSamplesSorted, 0 );
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/*
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* TODO: Find a faster way to do this.
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* We can probably avoid copying the full array every time
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* and insert the new item already sorted in the list.
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*/
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Array.Sort(m_fpsSamplesSorted, (x, y) => x.CompareTo(y)); // The lambda expression avoids garbage generation
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bool zero1PercentCalculated = false;
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uint totalAddedFps = 0;
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short samplesToIterateThroughForOnePercent = m_fpsSamplesCount < m_onePercentSamples
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? m_fpsSamplesCount : m_onePercentSamples;
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short samplesToIterateThroughForZero1Percent = m_fpsSamplesCount < m_zero1PercentSamples
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? m_fpsSamplesCount : m_zero1PercentSamples;
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short sampleToStartIn = (short)(m_fpsSamplesCapacity - m_fpsSamplesCount);
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for ( short i = sampleToStartIn; i < sampleToStartIn + samplesToIterateThroughForOnePercent; i++ )
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{
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totalAddedFps += (ushort)m_fpsSamplesSorted[i];
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if (!zero1PercentCalculated && i >= samplesToIterateThroughForZero1Percent - 1)
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{
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zero1PercentCalculated = true;
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Zero1PercentFps = (short)((float)totalAddedFps / (float)m_zero1PercentSamples);
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}
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}
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OnePercentFPS = (short)((float)totalAddedFps / (float)m_onePercentSamples);
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}
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#endregion
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#region Methods -> Public
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public void UpdateParameters()
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{
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m_onePercentSamples = (short)(m_fpsSamplesCapacity / 100);
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m_zero1PercentSamples = (short)(m_fpsSamplesCapacity / 1000);
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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_fpsSamples = new short[m_fpsSamplesCapacity];
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m_fpsSamplesSorted = new short[m_fpsSamplesCapacity];
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UpdateParameters();
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}
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#endregion
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}
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}
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