using UnityEngine;
using System.Collections;
[AddComponentMenu( "Utilities/HUDFPS")]
public class FPSCounter : MonoBehaviour
{
//fps 显示的初始位置和大小
public Rect startRect=new Rect(512, 10f, 75f, 50f );
//fps 过低时是否改变UI颜色
public bool updateColor = true;
//fps UI 是否允许拖动
public bool allowDrag = true;
//fps 更新的频率
public float frequency = 0.5F;
//fps 显示的精度
public int nbDecimal = 1;
//一定时间内的fps数量
private float accum = 0f;
//fps计算的时间
private int frames = 0;
//GUI 依赖fps的颜色 fps<10 红色 fps<30 黄色 fps>=30 绿色
private Color color = Color.white;
//fps
private string sFPS = "";
//GUI 的样式
private GUIStyle style;
void Start()
{
StartCoroutine(FPS());
}
void Update()
{
accum += Time.timeScale/ Time.deltaTime;
++frames;
}
IEnumerator FPS()
{
while( true )
{
//更新fps
float fps = accum/frames;
sFPS = fps.ToString( "f" + Mathf.Clamp( nbDecimal, 0, 10 ) );
//更新颜色
color = (fps >= 30) ? Color.green : ((fps > 10) ? Color.yellow : Color.red);
accum = 0.0F;
frames = 0;
yield return new WaitForSeconds( frequency );
}
}
void OnGUI()
{
if( style == null ){
style = new GUIStyle( GUI.skin.label );
style.normal.textColor = Color.white;
style.alignment = TextAnchor.MiddleCenter;
}
GUI.color = updateColor ? color : Color.white;
startRect = GUI.Window(0, startRect, DoMyWindow, "");
}
void DoMyWindow(int windowID)
{
GUI.Label( new Rect(0, 0, startRect.width, startRect.height), sFPS + " FPS", style );
if( allowDrag ) GUI.DragWindow(new Rect(0, 0, Screen.width, Screen.height));
}
}
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