unity 实现Game窗口的Stats

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unity 实现Game窗口的Stats


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();    }}


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