unity 实现Game窗口的Stats 【转自蛮牛】
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} s: {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();
}
}