unity3d实现Game窗口的Stats

作者: 好怕怕 | 来源:发表于2016-12-29 09:02 被阅读766次
    示例.png
    using UnityEngine;
    using System.Text;
    using UnityEditor;
    
    public class ShowFps : MonoBehaviour
    {
    
        public bool m_isShow = true;
    
        private int m_FrameCounter;
        private float m_ClientTimeAccumulator;
        private float m_RenderTimeAccumulator;
        private float m_MaxTimeAccumulator;
        private float m_ClientFrameTime;
        private float m_RenderFrameTime;
        private float m_MaxFrameTime;
        private GUIStyle s_SectionHeaderStyle;
        private GUIStyle s_LabelStyle;
        [Range(0, 1)]
        public float position = 0.5f;
        void Start()
        {
        }
    
    
    
        void OnGUI()
        {
            if (m_isShow)
            {
                GameViewStatsGUI();
            }
    
        }
    
        private GUIStyle sectionHeaderStyle
        {
            get
            {
                if (s_SectionHeaderStyle == null)
                {
                    s_SectionHeaderStyle = EditorGUIUtility.GetBuiltinSkin(EditorSkin.Scene).GetStyle("BoldLabel");
                }
                return s_SectionHeaderStyle;
            }
        }
        private GUIStyle labelStyle
        {
            get
            {
                if (s_LabelStyle == null)
                {
                    s_LabelStyle = new GUIStyle(EditorGUIUtility.GetBuiltinSkin(EditorSkin.Scene).label);
                    s_LabelStyle.richText = true;
                }
                return s_LabelStyle;
            }
        }
        private string FormatNumber(int num)
        {
            if (num < 1000)
            {
                return num.ToString();
            }
            if (num < 1000000)
            {
                return ((double)num * 0.001).ToString("f1") + "k";
            }
            return ((double)num * 1E-06).ToString("f1") + "M";
        }
        public void UpdateFrameTime()
        {
            float frameTime = UnityStats.frameTime;
            float renderTime = UnityStats.renderTime;
            m_ClientTimeAccumulator += frameTime;
            m_RenderTimeAccumulator += renderTime;
            m_MaxTimeAccumulator += Mathf.Max(frameTime, renderTime);
            m_FrameCounter++;
            bool flag = m_ClientFrameTime == 0f && m_RenderFrameTime == 0f;
            bool flag2 = m_FrameCounter > 30 || m_ClientTimeAccumulator > 0.3f || m_RenderTimeAccumulator > 0.3f;
            if (flag || flag2)
            {
                m_ClientFrameTime = m_ClientTimeAccumulator / (float)m_FrameCounter;
                m_RenderFrameTime = m_RenderTimeAccumulator / (float)m_FrameCounter;
                m_MaxFrameTime = m_MaxTimeAccumulator / (float)m_FrameCounter;
            }
            if (flag2)
            {
                m_ClientTimeAccumulator = 0f;
                m_RenderTimeAccumulator = 0f;
                m_MaxTimeAccumulator = 0f;
                m_FrameCounter = 0;
            }
        }
        private static string FormatDb(float vol)
        {
            if (vol == 0f)
            {
                return "-∞ dB";
            }
            return string.Format("{0:F1} dB", 20f * Mathf.Log10(vol));
        }
        public void GameViewStatsGUI()
        {
            GUI.skin = EditorGUIUtility.GetBuiltinSkin(EditorSkin.Scene);
            GUI.color = new Color(1f, 1f, 1f, 0.75f);
            float num = 300f;
            float num2 = 204f;
            int num3 = Network.connections.Length;
            if (num3 != 0)
            {
                num2 += 220f;
            }
            GUILayout.BeginArea(new Rect(Screen.width * position - num - 10f, 27f, num, num2), "Statistics", GUI.skin.window);
            GUILayout.Label("Audio:", sectionHeaderStyle, new GUILayoutOption[0]);
            StringBuilder stringBuilder = new StringBuilder(400);
            float audioLevel = UnityStats.audioLevel;
            stringBuilder.Append("  Level: " + FormatDb(audioLevel) + ((!EditorUtility.audioMasterMute) ? "\n" : " (MUTED)\n"));
            stringBuilder.Append(string.Format("  Clipping: {0:F1}%", 100f * UnityStats.audioClippingAmount));
            GUILayout.Label(stringBuilder.ToString(), new GUILayoutOption[0]);
            GUI.Label(new Rect(170f, 40f, 120f, 20f), string.Format("DSP load: {0:F1}%", 100f * UnityStats.audioDSPLoad));
            GUI.Label(new Rect(170f, 53f, 120f, 20f), string.Format("Stream load: {0:F1}%", 100f * UnityStats.audioStreamLoad));
            GUILayout.Label("Graphics:", sectionHeaderStyle, new GUILayoutOption[0]);
            UpdateFrameTime();
            string text = string.Format("{0:F1} FPS ({1:F1}ms)", 1f / Mathf.Max(m_MaxFrameTime, 1E-05f), m_MaxFrameTime * 1000f);
            GUI.Label(new Rect(170f, 75f, 120f, 20f), text);
            int screenBytes = UnityStats.screenBytes;
            int num4 = UnityStats.dynamicBatchedDrawCalls - UnityStats.dynamicBatches;
            int num5 = UnityStats.staticBatchedDrawCalls - UnityStats.staticBatches;
            StringBuilder stringBuilder2 = new StringBuilder(400);
            if (m_ClientFrameTime > m_RenderFrameTime)
            {
                stringBuilder2.Append(string.Format("  CPU: main <b>{0:F1}</b>ms  render thread {1:F1}ms\n", m_ClientFrameTime * 1000f, m_RenderFrameTime * 1000f));
            }
            else
            {
                stringBuilder2.Append(string.Format("  CPU: main {0:F1}ms  render thread <b>{1:F1}</b>ms\n", m_ClientFrameTime * 1000f, m_RenderFrameTime * 1000f));
            }
            stringBuilder2.Append(string.Format("  Batches: <b>{0}</b> \tSaved by batching: {1}\n", UnityStats.batches, num4 + num5));
            stringBuilder2.Append(string.Format("  Tris: {0} \tVerts: {1} \n", FormatNumber(UnityStats.triangles), FormatNumber(UnityStats.vertices)));
            stringBuilder2.Append(string.Format("  Screen: {0} - {1}\n", UnityStats.screenRes, EditorUtility.FormatBytes(screenBytes)));
            stringBuilder2.Append(string.Format("  SetPass calls: {0} \tShadow casters: {1} \n", UnityStats.setPassCalls, UnityStats.shadowCasters));
            stringBuilder2.Append(string.Format("  Visible skinned meshes: {0}  Animations: {1}", UnityStats.visibleSkinnedMeshes, UnityStats.visibleAnimations));
            GUILayout.Label(stringBuilder2.ToString(), labelStyle, new GUILayoutOption[0]);
            if (num3 != 0)
            {
                GUILayout.Label("Network:", sectionHeaderStyle, new GUILayoutOption[0]);
                GUILayout.BeginHorizontal(new GUILayoutOption[0]);
                for (int i = 0; i < num3; i++)
                {
                    GUILayout.Label(UnityStats.GetNetworkStats(i), new GUILayoutOption[0]);
                }
                GUILayout.EndHorizontal();
            }
            else
            {
                GUILayout.Label("Network: (no players connected)", sectionHeaderStyle, new GUILayoutOption[0]);
            }
            GUILayout.EndArea();
        }
    }
    
    
    示例.png

    显示FPS与内存

    using UnityEngine;
    using System.Collections;
    using System.Text;
    using UnityEditor;
    
    /// <summary>
    /// 帧率计算器
    /// </summary>
    public class FPSCounterManager : MonoBehaviour
    {
        // 帧率计算频率
        private const float calcRate = 0.5f;
        // 本次计算频率下帧数
        private int frameCount = 0;
        // 频率时长
        private float rateDuration = 0f;
        // 显示帧率
        private int fps = 0;
    
    
    #if UNITY_EDITOR
        void Start()
        {
            this.frameCount = 0;
            this.rateDuration = 0f;
            this.fps = 0;
        }
    
        void Update()
        {
            ++this.frameCount;
            this.rateDuration += Time.deltaTime;
            if (this.rateDuration > calcRate)
            {
                // 计算帧率
                this.fps = (int)(this.frameCount / this.rateDuration);
                this.frameCount = 0;
                this.rateDuration = 0f;
            }
        }
    
        void OnGUI()
        {
            GUI.color = Color.white;
            GUILayout.TextField("总内存:" + ByteToM(Profiler.GetTotalAllocatedMemory()) + "M");
            GUILayout.TextField("堆内存:" + ByteToM(Profiler.GetMonoUsedSize()) + "M");
            GUILayout.TextField("FPS:" + this.fps.ToString());
        }
    
        float ByteToM(uint byteCount)
        {
            return (float)(byteCount / (1024.0f * 1024.0f));
        }
    #endif
    
    }
    
    

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        本文标题:unity3d实现Game窗口的Stats

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