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using UnityEngine;
using System.Collections;
namespace TMPro.Examples
{
public class TMP_UiFrameRateCounter : MonoBehaviour
{
public float UpdateInterval = 5.0f;
private float m_LastInterval = 0;
private int m_Frames = 0;
public enum FpsCounterAnchorPositions { TopLeft, BottomLeft, TopRight, BottomRight };
public FpsCounterAnchorPositions AnchorPosition = FpsCounterAnchorPositions.TopRight;
private string htmlColorTag;
private const string fpsLabel = "{0:2}</color> <#8080ff>FPS \n<#FF8000>{1:2} <#8080ff>MS";
private TextMeshProUGUI m_TextMeshPro;
private RectTransform m_frameCounter_transform;
private FpsCounterAnchorPositions last_AnchorPosition;
void Awake()
{
if (!enabled)
return;
Application.targetFrameRate = 1000;
GameObject frameCounter = new GameObject("Frame Counter");
m_frameCounter_transform = frameCounter.AddComponent<RectTransform>();
m_frameCounter_transform.SetParent(this.transform, false);
m_TextMeshPro = frameCounter.AddComponent<TextMeshProUGUI>();
m_TextMeshPro.font = Resources.Load<TMP_FontAsset>("Fonts & Materials/LiberationSans SDF");
m_TextMeshPro.fontSharedMaterial = Resources.Load<Material>("Fonts & Materials/LiberationSans SDF - Overlay");
m_TextMeshPro.enableWordWrapping = false;
m_TextMeshPro.fontSize = 36;
m_TextMeshPro.isOverlay = true;
Set_FrameCounter_Position(AnchorPosition);
last_AnchorPosition = AnchorPosition;
}
void Start()
{
m_LastInterval = Time.realtimeSinceStartup;
m_Frames = 0;
}
void Update()
{
if (AnchorPosition != last_AnchorPosition)
Set_FrameCounter_Position(AnchorPosition);
last_AnchorPosition = AnchorPosition;
m_Frames += 1;
float timeNow = Time.realtimeSinceStartup;
if (timeNow > m_LastInterval + UpdateInterval)
{
// display two fractional digits (f2 format)
float fps = m_Frames / (timeNow - m_LastInterval);
float ms = 1000.0f / Mathf.Max(fps, 0.00001f);
if (fps < 30)
htmlColorTag = "<color=yellow>";
else if (fps < 10)
htmlColorTag = "<color=red>";
else
htmlColorTag = "<color=green>";
m_TextMeshPro.SetText(htmlColorTag + fpsLabel, fps, ms);
m_Frames = 0;
m_LastInterval = timeNow;
}
}
void Set_FrameCounter_Position(FpsCounterAnchorPositions anchor_position)
{
switch (anchor_position)
{
case FpsCounterAnchorPositions.TopLeft:
m_TextMeshPro.alignment = TextAlignmentOptions.TopLeft;
m_frameCounter_transform.pivot = new Vector2(0, 1);
m_frameCounter_transform.anchorMin = new Vector2(0.01f, 0.99f);
m_frameCounter_transform.anchorMax = new Vector2(0.01f, 0.99f);
m_frameCounter_transform.anchoredPosition = new Vector2(0, 1);
break;
case FpsCounterAnchorPositions.BottomLeft:
m_TextMeshPro.alignment = TextAlignmentOptions.BottomLeft;
m_frameCounter_transform.pivot = new Vector2(0, 0);
m_frameCounter_transform.anchorMin = new Vector2(0.01f, 0.01f);
m_frameCounter_transform.anchorMax = new Vector2(0.01f, 0.01f);
m_frameCounter_transform.anchoredPosition = new Vector2(0, 0);
break;
case FpsCounterAnchorPositions.TopRight:
m_TextMeshPro.alignment = TextAlignmentOptions.TopRight;
m_frameCounter_transform.pivot = new Vector2(1, 1);
m_frameCounter_transform.anchorMin = new Vector2(0.99f, 0.99f);
m_frameCounter_transform.anchorMax = new Vector2(0.99f, 0.99f);
m_frameCounter_transform.anchoredPosition = new Vector2(1, 1);
break;
case FpsCounterAnchorPositions.BottomRight:
m_TextMeshPro.alignment = TextAlignmentOptions.BottomRight;
m_frameCounter_transform.pivot = new Vector2(1, 0);
m_frameCounter_transform.anchorMin = new Vector2(0.99f, 0.01f);
m_frameCounter_transform.anchorMax = new Vector2(0.99f, 0.01f);
m_frameCounter_transform.anchoredPosition = new Vector2(1, 0);
break;
}
}
}
}
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