DSP

【Unity开发】获取Unity Stats面板

2019-07-13 17:26发布

讲脚本挂在场景内即可查看Stats数据 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) ? " " : " (MUTED) ")); 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 {0:F1}ms render thread {1:F1}ms ", m_ClientFrameTime * 1000f, m_RenderFrameTime * 1000f)); } else { stringBuilder2.Append(string.Format(" CPU: main {0:F1}ms render thread {1:F1}ms ", m_ClientFrameTime * 1000f, m_RenderFrameTime * 1000f)); } stringBuilder2.Append(string.Format(" Batches: {0} Saved by batching: {1} ", UnityStats.batches, num4 + num5)); stringBuilder2.Append(string.Format(" Tris: {0} Verts: {1} ", FormatNumber(UnityStats.triangles), FormatNumber(UnityStats.vertices))); stringBuilder2.Append(string.Format(" Screen: {0} - {1} ", UnityStats.screenRes, EditorUtility.FormatBytes(screenBytes))); stringBuilder2.Append(string.Format(" SetPass calls: {0} Shadow casters: {1} ", 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(); } }