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3 Commits

Author SHA1 Message Date
Stedd 54576cb420 Added Graphy 2024-10-09 22:32:16 +02:00
Stedd 94568fc270 Game notes updates 2024-10-09 20:48:13 +02:00
Stedd 2cfa204222 Removed unused variables 2024-10-09 19:45:08 +02:00
149 changed files with 16263 additions and 83 deletions

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@ -7,8 +7,6 @@ namespace AsteroidGame.Handlers
public class EnemyHandler : HandlerBase
{
[Header("Parameters")]
[SerializeField] [Range(0.1f, 60f)] private float _spawnRate = 60f;
[SerializeField] private int _objectPoolSize = 15;
[Header("Configuration")]
[SerializeField] private SoEnemyBaseList _availableEnemies;

8
Assets/Plugins.meta Normal file
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@ -0,0 +1,8 @@
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@ -0,0 +1,9 @@
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@ -0,0 +1,8 @@
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@ -0,0 +1,578 @@
/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 02-Jan-18
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using System;
using UnityEngine;
using System.Collections.Generic;
using System.IO;
using UnityEditor;
namespace Tayx.Graphy
{
[CustomEditor( typeof( GraphyDebugger ) )]
internal class GraphyDebuggerEditor : Editor
{
#region Variables -> Private
private GraphyDebugger m_target;
private int m_newDebugPacketListSize = 0;
private int m_previouslySelectedDebugPacketIndex = 0;
private int m_currentlySelectedDebugPacketIndex = 0;
private int m_selectedDebugPacketCondition = 0;
#endregion
#region Methods -> Unity Callbacks
private void OnEnable()
{
m_target = (GraphyDebugger) target;
}
#endregion
#region Methods -> Public Override
public override void OnInspectorGUI()
{
if( m_target == null && target == null )
{
base.OnInspectorGUI();
return;
}
float defaultLabelWidth = EditorGUIUtility.labelWidth;
float defaultFieldWidth = EditorGUIUtility.fieldWidth;
//===== CONTENT REGION ========================================================================
GUILayout.Space( 20 );
#region Section -> Logo
if( GraphyEditorStyle.DebuggerLogoTexture != null )
{
GUILayout.Label
(
image: GraphyEditorStyle.DebuggerLogoTexture,
style: new GUIStyle( GUI.skin.GetStyle( "Label" ) )
{
alignment = TextAnchor.UpperCenter
}
);
GUILayout.Space( 10 );
}
else
{
EditorGUILayout.LabelField
(
label: "[ GRAPHY - DEBUGGER ]",
style: GraphyEditorStyle.HeaderStyle1
);
}
#endregion
GUILayout.Space( 5 ); //Extra pixels added when the logo is used.
#region Section -> Settings
SerializedObject serObj = serializedObject;
SerializedProperty
debugPacketList =
serObj.FindProperty( "m_debugPackets" ); // Find the List in our script and create a refrence of it
//Update our list
serObj.Update();
EditorGUILayout.LabelField( "Current [Debug Packets] list size: " + debugPacketList.arraySize );
EditorGUIUtility.fieldWidth = 32;
EditorGUILayout.BeginHorizontal();
m_newDebugPacketListSize = EditorGUILayout.IntField
(
label: "Define a new list size",
value: m_newDebugPacketListSize
);
if( GUILayout.Button( "Resize List" ) )
{
if( EditorUtility.DisplayDialog
(
title:
"Resize List",
message:
"Are you sure you want to resize the entire List?\n\n" +
"Current List Size -> " +
debugPacketList.arraySize +
"\n" +
"New List Size -> " +
m_newDebugPacketListSize +
"\n" +
"This will add default entries if the value is greater than the list size, or erase the bottom values until the new size specified.",
ok:
"Resize",
cancel:
"Cancel" )
)
{
m_currentlySelectedDebugPacketIndex = 0;
if( m_newDebugPacketListSize != debugPacketList.arraySize )
{
while( m_newDebugPacketListSize > debugPacketList.arraySize )
{
debugPacketList.InsertArrayElementAtIndex( debugPacketList.arraySize );
SetDefaultDebugPacketValues( debugPacketList );
}
while( m_newDebugPacketListSize < debugPacketList.arraySize )
{
debugPacketList.DeleteArrayElementAtIndex( debugPacketList.arraySize - 1 );
}
}
}
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.LabelField( "NOT RECOMMENDED (Only use for first initialization)",
EditorStyles.centeredGreyMiniLabel );
EditorGUILayout.Space();
EditorGUILayout.Space();
if( debugPacketList.arraySize < 1 )
{
m_previouslySelectedDebugPacketIndex = 0;
m_currentlySelectedDebugPacketIndex = 0;
m_selectedDebugPacketCondition = 0;
serializedObject.ApplyModifiedProperties();
return;
}
GraphyEditorStyle.HeaderStyle2.contentOffset = Vector2.down * 3f;
EditorGUILayout.LabelField( "Selected debug packet:" );
EditorGUILayout.BeginHorizontal();
List<string> debugPacketNames = new List<string>();
for( int i = 0; i < debugPacketList.arraySize; i++ )
{
SerializedProperty listItem = debugPacketList.GetArrayElementAtIndex( i );
// NOTE: If the Popup detects two equal strings, it just paints 1, that's why I always add the "i"
char checkMark = listItem.FindPropertyRelative( "Active" ).boolValue ? '\u2714' : '\u2718';
debugPacketNames.Add
(
(i + 1) +
" (" +
checkMark +
") " +
" - ID: " +
listItem.FindPropertyRelative( "Id" ).intValue +
" (Conditions: " +
listItem.FindPropertyRelative( "DebugConditions" ).arraySize +
")"
);
}
m_currentlySelectedDebugPacketIndex =
EditorGUILayout.Popup( m_currentlySelectedDebugPacketIndex, debugPacketNames.ToArray() );
if( m_currentlySelectedDebugPacketIndex != m_previouslySelectedDebugPacketIndex )
{
m_selectedDebugPacketCondition = 0;
m_previouslySelectedDebugPacketIndex = m_currentlySelectedDebugPacketIndex;
}
Color defaultGUIColor = GUI.color;
GUI.color = new Color( 0.7f, 1f, 0.0f, 1f );
//Or add a new item to the List<> with a button
if( GUILayout.Button( "Add", GUILayout.Width( 60 ) ) )
{
debugPacketList.InsertArrayElementAtIndex( debugPacketList.arraySize );
SetDefaultDebugPacketValues( debugPacketList );
}
GUI.color = new Color( 1f, 0.7f, 0.0f, 1f );
//Remove this index from the List
if( GUILayout.Button( "Remove", GUILayout.Width( 60 ) ) )
{
debugPacketList.DeleteArrayElementAtIndex( m_currentlySelectedDebugPacketIndex );
if( m_currentlySelectedDebugPacketIndex > 0 )
{
m_currentlySelectedDebugPacketIndex--;
}
if( debugPacketList.arraySize < 1 )
{
serializedObject.ApplyModifiedProperties();
return;
}
}
GUI.color = defaultGUIColor;
EditorGUILayout.EndHorizontal();
EditorGUILayout.Space();
EditorGUILayout.Space();
EditorGUILayout.Space();
//Display our list to the inspector window
SerializedProperty listItemSelected =
debugPacketList.GetArrayElementAtIndex( m_currentlySelectedDebugPacketIndex );
SerializedProperty Active = listItemSelected.FindPropertyRelative( "Active" );
SerializedProperty Id = listItemSelected.FindPropertyRelative( "Id" );
SerializedProperty ExecuteOnce = listItemSelected.FindPropertyRelative( "ExecuteOnce" );
SerializedProperty InitSleepTime = listItemSelected.FindPropertyRelative( "InitSleepTime" );
SerializedProperty ExecuteSleepTime = listItemSelected.FindPropertyRelative( "ExecuteSleepTime" );
SerializedProperty ConditionEvaluation = listItemSelected.FindPropertyRelative( "ConditionEvaluation" );
SerializedProperty DebugConditions = listItemSelected.FindPropertyRelative( "DebugConditions" );
SerializedProperty MessageType = listItemSelected.FindPropertyRelative( "MessageType" );
SerializedProperty Message = listItemSelected.FindPropertyRelative( "Message" );
SerializedProperty TakeScreenshot = listItemSelected.FindPropertyRelative( "TakeScreenshot" );
SerializedProperty ScreenshotFileName = listItemSelected.FindPropertyRelative( "ScreenshotFileName" );
SerializedProperty DebugBreak = listItemSelected.FindPropertyRelative( "DebugBreak" );
SerializedProperty UnityEvents = listItemSelected.FindPropertyRelative( "UnityEvents" );
#endregion
EditorGUILayout.LabelField
(
label:
"[ PACKET ] - ID: " +
Id.intValue +
" (Conditions: " +
DebugConditions.arraySize +
")",
style: GraphyEditorStyle.HeaderStyle2
);
EditorGUIUtility.labelWidth = 150;
EditorGUIUtility.fieldWidth = 35;
Active.boolValue = EditorGUILayout.Toggle
(
new GUIContent
(
text: "Active",
tooltip: "If false, it will not be checked"
),
value: Active.boolValue
);
Id.intValue = EditorGUILayout.IntField
(
new GUIContent
(
text: "ID",
tooltip: "Optional Id. It's used to get or remove DebugPackets in runtime"
),
value: Id.intValue
);
ExecuteOnce.boolValue = EditorGUILayout.Toggle
(
new GUIContent
(
text: "Execute once",
tooltip: "If true, once the actions are executed, this DebugPacket will delete itself"
),
value: ExecuteOnce.boolValue
);
InitSleepTime.floatValue = EditorGUILayout.FloatField
(
new GUIContent
(
text: "Init sleep time",
tooltip:
"Time to wait before checking if conditions are met (use this to avoid low fps drops triggering the conditions when loading the game)"
),
value: InitSleepTime.floatValue
);
ExecuteSleepTime.floatValue = EditorGUILayout.FloatField
(
new GUIContent
(
text: "Sleep time after execute",
tooltip:
"Time to wait before checking if conditions are met again (once they have already been met and if ExecuteOnce is false)"
),
value: ExecuteSleepTime.floatValue
);
EditorGUIUtility.labelWidth = defaultLabelWidth;
EditorGUIUtility.fieldWidth = defaultFieldWidth;
EditorGUILayout.Space();
EditorGUILayout.Space();
EditorGUILayout.LabelField( "[ CONDITIONS ] (" + DebugConditions.arraySize + ")",
GraphyEditorStyle.HeaderStyle2 );
EditorGUILayout.PropertyField
(
ConditionEvaluation,
new GUIContent( "Condition evaluation" )
);
EditorGUILayout.Space();
if( DebugConditions.arraySize < 1 )
{
DebugConditions.InsertArrayElementAtIndex( DebugConditions.arraySize );
m_selectedDebugPacketCondition = 0;
}
EditorGUILayout.BeginHorizontal();
List<string> debugPacketConditionNames = new List<string>();
for( int i = 0; i < DebugConditions.arraySize; i++ )
{
SerializedProperty listItem = DebugConditions.GetArrayElementAtIndex( i );
// NOTE: If the Popup detects two equal strings, it just paints 1, that's why I always add the "i"
string conditionName = (i + 1).ToString() + " - ";
conditionName +=
GetComparerStringFromDebugVariable(
(GraphyDebugger.DebugVariable) listItem.FindPropertyRelative( "Variable" ).intValue ) + " ";
conditionName +=
GetComparerStringFromDebugComparer(
(GraphyDebugger.DebugComparer) listItem.FindPropertyRelative( "Comparer" ).intValue ) + " ";
conditionName += listItem.FindPropertyRelative( "Value" ).floatValue.ToString();
debugPacketConditionNames.Add( conditionName );
}
m_selectedDebugPacketCondition =
EditorGUILayout.Popup( m_selectedDebugPacketCondition, debugPacketConditionNames.ToArray() );
GUI.color = new Color( 0.7f, 1f, 0.0f, 1f );
if( GUILayout.Button( "Add", GUILayout.Width( 60 ) ) )
{
DebugConditions.InsertArrayElementAtIndex( DebugConditions.arraySize );
}
if( DebugConditions.arraySize > 1 )
{
GUI.color = new Color( 1f, 0.7f, 0.0f, 1f );
}
else
{
GUI.color = new Color( 1f, 0.7f, 0.0f, 0.5f );
}
//Remove this index from the List
if( GUILayout.Button( "Remove", GUILayout.Width( 60 ) ) )
{
if( DebugConditions.arraySize > 1 )
{
DebugConditions.DeleteArrayElementAtIndex( m_selectedDebugPacketCondition );
if( m_selectedDebugPacketCondition > 0 )
{
m_selectedDebugPacketCondition--;
}
}
}
GUI.color = defaultGUIColor;
EditorGUILayout.EndHorizontal();
SerializedProperty conditionListItemSelected =
DebugConditions.GetArrayElementAtIndex( m_selectedDebugPacketCondition );
SerializedProperty Variable = conditionListItemSelected.FindPropertyRelative( "Variable" );
SerializedProperty Comparer = conditionListItemSelected.FindPropertyRelative( "Comparer" );
SerializedProperty Value = conditionListItemSelected.FindPropertyRelative( "Value" );
EditorGUILayout.PropertyField
(
Variable,
new GUIContent( "Variable" )
);
EditorGUILayout.PropertyField
(
Comparer,
new GUIContent( "Comparer" )
);
EditorGUILayout.PropertyField
(
Value,
new GUIContent( "Value" )
);
EditorGUILayout.Space();
EditorGUILayout.Space();
EditorGUILayout.LabelField( "[ ACTIONS ]", GraphyEditorStyle.HeaderStyle2 );
EditorGUIUtility.labelWidth = 140;
EditorGUIUtility.fieldWidth = 35;
EditorGUILayout.PropertyField
(
MessageType,
new GUIContent( "Message type" )
);
EditorGUILayout.PropertyField( Message );
TakeScreenshot.boolValue = EditorGUILayout.Toggle
(
new GUIContent
(
text: "Take screenshot",
tooltip:
"If true, it takes a screenshot and stores it. The location where the image is written to can include a directory/folder list. With no directory/folder list the image will be written into the Project folder. On mobile platforms the filename is appended to the persistent data path."
),
value: TakeScreenshot.boolValue
);
if( TakeScreenshot.boolValue )
{
EditorGUILayout.PropertyField
(
ScreenshotFileName,
new GUIContent
(
text: "Screenshot file name",
tooltip:
"Avoid this characters: * . \" / \\ [ ] : ; | = , \n\nIt will have the date appended at the end to avoid overwriting."
)
);
}
DebugBreak.boolValue = EditorGUILayout.Toggle
(
new GUIContent
(
text: "Debug Break",
tooltip: "If true, it pauses the editor"
),
DebugBreak.boolValue
);
EditorGUILayout.PropertyField( UnityEvents );
EditorGUIUtility.labelWidth = defaultLabelWidth;
EditorGUIUtility.fieldWidth = defaultFieldWidth;
serializedObject.ApplyModifiedProperties();
}
#endregion
#region Methods -> Private
private void SetDefaultDebugPacketValues( SerializedProperty debugPacketSerializedProperty )
{
GraphyDebugger.DebugPacket debugPacket = new GraphyDebugger.DebugPacket();
debugPacketSerializedProperty.GetArrayElementAtIndex( debugPacketSerializedProperty.arraySize - 1 )
.FindPropertyRelative( "Active" )
.boolValue = debugPacket.Active;
debugPacketSerializedProperty.GetArrayElementAtIndex( debugPacketSerializedProperty.arraySize - 1 )
.FindPropertyRelative( "Id" )
.intValue = debugPacketSerializedProperty.arraySize;
debugPacketSerializedProperty.GetArrayElementAtIndex( debugPacketSerializedProperty.arraySize - 1 )
.FindPropertyRelative( "ExecuteOnce" )
.boolValue = debugPacket.ExecuteOnce;
debugPacketSerializedProperty.GetArrayElementAtIndex( debugPacketSerializedProperty.arraySize - 1 )
.FindPropertyRelative( "InitSleepTime" )
.floatValue = debugPacket.InitSleepTime;
debugPacketSerializedProperty.GetArrayElementAtIndex( debugPacketSerializedProperty.arraySize - 1 )
.FindPropertyRelative( "ExecuteSleepTime" )
.floatValue = debugPacket.ExecuteSleepTime;
}
private string GetComparerStringFromDebugVariable( GraphyDebugger.DebugVariable debugVariable )
{
switch( debugVariable )
{
case GraphyDebugger.DebugVariable.Fps:
return "FPS Current";
case GraphyDebugger.DebugVariable.Fps_Min:
return "FPS Min";
case GraphyDebugger.DebugVariable.Fps_Max:
return "FPS Max";
case GraphyDebugger.DebugVariable.Fps_Avg:
return "FPS Avg";
case GraphyDebugger.DebugVariable.Ram_Allocated:
return "Ram Allocated";
case GraphyDebugger.DebugVariable.Ram_Reserved:
return "Ram Reserved";
case GraphyDebugger.DebugVariable.Ram_Mono:
return "Ram Mono";
case GraphyDebugger.DebugVariable.Audio_DB:
return "Audio DB";
default:
return null;
}
}
private string GetComparerStringFromDebugComparer( GraphyDebugger.DebugComparer debugComparer )
{
switch( debugComparer )
{
case GraphyDebugger.DebugComparer.Less_than:
return "<";
case GraphyDebugger.DebugComparer.Equals_or_less_than:
return "<=";
case GraphyDebugger.DebugComparer.Equals:
return "==";
case GraphyDebugger.DebugComparer.Equals_or_greater_than:
return ">=";
case GraphyDebugger.DebugComparer.Greater_than:
return ">";
default:
return null;
}
}
#endregion
}
}

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@ -0,0 +1,12 @@
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@ -0,0 +1,118 @@
/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 02-Jan-18
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using System;
using System.IO;
using UnityEditor;
using UnityEngine;
namespace Tayx.Graphy
{
internal static class GraphyEditorStyle
{
#region Variables -> Private
private static Texture2D _managerLogoTexture = null;
private static Texture2D _debuggerLogoTexture = null;
private static GUISkin m_skin = null;
private static GUIStyle m_headerStyle1 = null;
private static GUIStyle m_headerStyle2 = null;
private static GUIStyle m_foldoutStyle = null;
private static string path;
#endregion
#region Properties -> Public
public static Texture2D ManagerLogoTexture => _managerLogoTexture;
public static Texture2D DebuggerLogoTexture => _debuggerLogoTexture;
public static GUISkin Skin => m_skin;
public static GUIStyle HeaderStyle1 => m_headerStyle1;
public static GUIStyle HeaderStyle2 => m_headerStyle2;
public static GUIStyle FoldoutStyle => m_foldoutStyle;
#endregion
#region Static Constructor
static GraphyEditorStyle()
{
string managerLogoGuid = AssetDatabase.FindAssets( $"Manager_Logo_{(EditorGUIUtility.isProSkin ? "White" : "Dark")}" )[ 0 ];
string debuggerLogoGuid = AssetDatabase.FindAssets( $"Debugger_Logo_{(EditorGUIUtility.isProSkin ? "White" : "Dark")}" )[ 0 ];
string guiSkinGuid = AssetDatabase.FindAssets( "GraphyGUISkin" )[ 0 ];
_managerLogoTexture = AssetDatabase.LoadAssetAtPath<Texture2D>
(
AssetDatabase.GUIDToAssetPath( managerLogoGuid )
);
_debuggerLogoTexture = AssetDatabase.LoadAssetAtPath<Texture2D>
(
AssetDatabase.GUIDToAssetPath( debuggerLogoGuid )
);
m_skin = AssetDatabase.LoadAssetAtPath<GUISkin>
(
AssetDatabase.GUIDToAssetPath( guiSkinGuid )
);
if( m_skin != null )
{
m_headerStyle1 = m_skin.GetStyle( "Header1" );
m_headerStyle2 = m_skin.GetStyle( "Header2" );
SetGuiStyleFontColor
(
guiStyle: m_headerStyle2,
color: EditorGUIUtility.isProSkin ? Color.white : Color.black
);
}
else
{
m_headerStyle1 = EditorStyles.boldLabel;
m_headerStyle2 = EditorStyles.boldLabel;
}
m_foldoutStyle = new GUIStyle( EditorStyles.foldout )
{
font = m_headerStyle2.font,
fontStyle = m_headerStyle2.fontStyle,
contentOffset = Vector2.down * 3f
};
SetGuiStyleFontColor
(
guiStyle: m_foldoutStyle,
color: EditorGUIUtility.isProSkin ? Color.white : Color.black
);
}
#endregion
#region Methods -> Private
private static void SetGuiStyleFontColor( GUIStyle guiStyle, Color color )
{
guiStyle.normal.textColor = color;
guiStyle.hover.textColor = color;
guiStyle.active.textColor = color;
guiStyle.focused.textColor = color;
guiStyle.onNormal.textColor = color;
guiStyle.onHover.textColor = color;
guiStyle.onActive.textColor = color;
guiStyle.onFocused.textColor = color;
}
#endregion
}
}

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@ -0,0 +1,872 @@
/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 20-Dec-17
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using System;
using UnityEngine;
using System.IO;
using UnityEditor;
namespace Tayx.Graphy
{
[CustomEditor( typeof( GraphyManager ) )]
internal class GraphyManagerEditor : Editor
{
#region Variables -> Private
private GraphyManager m_target;
private int[] m_spectrumSizeValues =
{
128,
256,
512,
1024,
2048,
4096,
8192
};
#region Section -> Settings
private SerializedProperty m_graphyMode;
private SerializedProperty m_enableOnStartup;
private SerializedProperty m_keepAlive;
private SerializedProperty m_background;
private SerializedProperty m_backgroundColor;
private SerializedProperty m_enableHotkeys;
private SerializedProperty m_toggleModeKeyCode;
private SerializedProperty m_toggleModeCtrl;
private SerializedProperty m_toggleModeAlt;
private SerializedProperty m_toggleActiveKeyCode;
private SerializedProperty m_toggleActiveCtrl;
private SerializedProperty m_toggleActiveAlt;
private SerializedProperty m_graphModulePosition;
private SerializedProperty m_graphModuleOffset;
#endregion
#region Section -> FPS
private bool m_fpsModuleInspectorToggle = true;
private SerializedProperty m_fpsModuleState;
private SerializedProperty m_goodFpsColor;
private SerializedProperty m_goodFpsThreshold;
private SerializedProperty m_cautionFpsColor;
private SerializedProperty m_cautionFpsThreshold;
private SerializedProperty m_criticalFpsColor;
private SerializedProperty m_fpsGraphResolution;
private SerializedProperty m_fpsTextUpdateRate;
#endregion
#region Section -> RAM
private bool m_ramModuleInspectorToggle = true;
private SerializedProperty m_ramModuleState;
private SerializedProperty m_allocatedRamColor;
private SerializedProperty m_reservedRamColor;
private SerializedProperty m_monoRamColor;
private SerializedProperty m_ramGraphResolution;
private SerializedProperty m_ramTextUpdateRate;
#endregion
#region Section -> Audio
private bool m_audioModuleInspectorToggle = true;
private SerializedProperty m_findAudioListenerInCameraIfNull;
private SerializedProperty m_audioListener;
private SerializedProperty m_audioModuleState;
private SerializedProperty m_audioGraphColor;
private SerializedProperty m_audioGraphResolution;
private SerializedProperty m_audioTextUpdateRate;
private SerializedProperty m_FFTWindow;
private SerializedProperty m_spectrumSize;
#endregion
#region Section -> Advanced Settings
private bool m_advancedModuleInspectorToggle = true;
private SerializedProperty m_advancedModulePosition;
private SerializedProperty m_advancedModuleOffset;
private SerializedProperty m_advancedModuleState;
#endregion
#endregion
#region Methods -> Unity Callbacks
private void OnEnable()
{
m_target = (GraphyManager) target;
SerializedObject serObj = serializedObject;
#region Section -> Settings
m_graphyMode = serObj.FindProperty( "m_graphyMode" );
m_enableOnStartup = serObj.FindProperty( "m_enableOnStartup" );
m_keepAlive = serObj.FindProperty( "m_keepAlive" );
m_background = serObj.FindProperty( "m_background" );
m_backgroundColor = serObj.FindProperty( "m_backgroundColor" );
m_enableHotkeys = serObj.FindProperty( "m_enableHotkeys" );
m_toggleModeKeyCode = serObj.FindProperty( "m_toggleModeKeyCode" );
m_toggleModeCtrl = serObj.FindProperty( "m_toggleModeCtrl" );
m_toggleModeAlt = serObj.FindProperty( "m_toggleModeAlt" );
m_toggleActiveKeyCode = serObj.FindProperty( "m_toggleActiveKeyCode" );
m_toggleActiveCtrl = serObj.FindProperty( "m_toggleActiveCtrl" );
m_toggleActiveAlt = serObj.FindProperty( "m_toggleActiveAlt" );
m_graphModulePosition = serObj.FindProperty( "m_graphModulePosition" );
m_graphModuleOffset = serObj.FindProperty( "m_graphModuleOffset" );
#endregion
#region Section -> FPS
m_fpsModuleState = serObj.FindProperty( "m_fpsModuleState" );
m_goodFpsColor = serObj.FindProperty( "m_goodFpsColor" );
m_goodFpsThreshold = serObj.FindProperty( "m_goodFpsThreshold" );
m_cautionFpsColor = serObj.FindProperty( "m_cautionFpsColor" );
m_cautionFpsThreshold = serObj.FindProperty( "m_cautionFpsThreshold" );
m_criticalFpsColor = serObj.FindProperty( "m_criticalFpsColor" );
m_fpsGraphResolution = serObj.FindProperty( "m_fpsGraphResolution" );
m_fpsTextUpdateRate = serObj.FindProperty( "m_fpsTextUpdateRate" );
#endregion
#region Section -> RAM
m_ramModuleState = serObj.FindProperty( "m_ramModuleState" );
m_allocatedRamColor = serObj.FindProperty( "m_allocatedRamColor" );
m_reservedRamColor = serObj.FindProperty( "m_reservedRamColor" );
m_monoRamColor = serObj.FindProperty( "m_monoRamColor" );
m_ramGraphResolution = serObj.FindProperty( "m_ramGraphResolution" );
m_ramTextUpdateRate = serObj.FindProperty( "m_ramTextUpdateRate" );
#endregion
#region Section -> Audio
m_findAudioListenerInCameraIfNull = serObj.FindProperty( "m_findAudioListenerInCameraIfNull" );
m_audioListener = serObj.FindProperty( "m_audioListener" );
m_audioModuleState = serObj.FindProperty( "m_audioModuleState" );
m_audioGraphColor = serObj.FindProperty( "m_audioGraphColor" );
m_audioGraphResolution = serObj.FindProperty( "m_audioGraphResolution" );
m_audioTextUpdateRate = serObj.FindProperty( "m_audioTextUpdateRate" );
m_FFTWindow = serObj.FindProperty( "m_FFTWindow" );
m_spectrumSize = serObj.FindProperty( "m_spectrumSize" );
#endregion
#region Section -> Advanced Settings
m_advancedModulePosition = serObj.FindProperty( "m_advancedModulePosition" );
m_advancedModuleOffset = serObj.FindProperty( "m_advancedModuleOffset" );
m_advancedModuleState = serObj.FindProperty( "m_advancedModuleState" );
#endregion
}
#endregion
#region Methods -> Public Override
public override void OnInspectorGUI()
{
if( m_target == null && target == null )
{
base.OnInspectorGUI();
return;
}
float defaultLabelWidth = EditorGUIUtility.labelWidth;
float defaultFieldWidth = EditorGUIUtility.fieldWidth;
//===== CONTENT REGION ========================================================================
GUILayout.Space( 20 );
#region Section -> Logo
if( GraphyEditorStyle.ManagerLogoTexture != null )
{
GUILayout.Label
(
image: GraphyEditorStyle.ManagerLogoTexture,
style: new GUIStyle( GUI.skin.GetStyle( "Label" ) )
{
alignment = TextAnchor.UpperCenter
}
);
GUILayout.Space( 10 );
}
else
{
EditorGUILayout.LabelField
(
label: "[ GRAPHY - MANAGER ]",
style: GraphyEditorStyle.HeaderStyle1
);
}
#endregion
GUILayout.Space( 5 ); //Extra pixels added when the logo is used.
#region Section -> Settings
EditorGUIUtility.labelWidth = 130;
EditorGUIUtility.fieldWidth = 35;
EditorGUILayout.PropertyField
(
m_graphyMode,
new GUIContent
(
text: "Graphy Mode",
tooltip:
"LIGHT mode increases compatibility with mobile and older, less powerful GPUs, but reduces the maximum graph resolutions to 128."
)
);
GUILayout.Space( 10 );
m_enableOnStartup.boolValue = EditorGUILayout.Toggle
(
new GUIContent
(
text: "Enable On Startup",
tooltip:
"If ticked, Graphy will be displayed by default on startup, otherwise it will initiate and hide."
),
value: m_enableOnStartup.boolValue
);
// This is a neat trick to hide Graphy in the Scene if it's going to be deactivated in play mode so that it doesn't use screen space.
if( !Application.isPlaying )
{
m_target.GetComponent<Canvas>().enabled = m_enableOnStartup.boolValue;
}
m_keepAlive.boolValue = EditorGUILayout.Toggle
(
new GUIContent
(
text: "Keep Alive",
tooltip:
"If ticked, it will survive scene changes.\n\nCAREFUL, if you set Graphy as a child of another GameObject, the root GameObject will also survive scene changes. If you want to avoid that put Graphy in the root of the Scene as its own entity."
),
value: m_keepAlive.boolValue
);
GUILayout.Space( 10 );
EditorGUILayout.BeginHorizontal();
m_background.boolValue = EditorGUILayout.Toggle
(
new GUIContent
(
text: "Background",
tooltip: "If ticked, it will show a background overlay to improve readability in cluttered scenes."
),
value: m_background.boolValue
);
m_backgroundColor.colorValue = EditorGUILayout.ColorField( m_backgroundColor.colorValue );
EditorGUILayout.EndHorizontal();
GUILayout.Space( 10 );
m_enableHotkeys.boolValue = EditorGUILayout.Toggle
(
new GUIContent
(
text: "Enable Hotkeys",
tooltip:
"If ticked, it will enable the hotkeys to be able to modify Graphy in runtime with custom keyboard shortcuts."
),
value: m_enableHotkeys.boolValue
);
if( m_enableHotkeys.boolValue )
{
EditorGUILayout.BeginHorizontal();
EditorGUIUtility.labelWidth = 130;
EditorGUIUtility.fieldWidth = 35;
EditorGUILayout.PropertyField
(
m_toggleModeKeyCode,
new GUIContent
(
text: "Toggle Mode Key",
tooltip: "If ticked, it will require clicking this key and the other ones you have set up."
)
);
EditorGUIUtility.labelWidth = 30;
EditorGUIUtility.fieldWidth = 35;
m_toggleModeCtrl.boolValue = EditorGUILayout.Toggle
(
new GUIContent
(
text: "Ctrl",
tooltip: "If ticked, it will require clicking Ctrl and the other keys you have set up."
),
value: m_toggleModeCtrl.boolValue
);
m_toggleModeAlt.boolValue = EditorGUILayout.Toggle
(
new GUIContent
(
text: "Alt",
tooltip: "If ticked, it will require clicking Alt and the other keys you have set up."
),
value: m_toggleModeAlt.boolValue
);
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
EditorGUIUtility.labelWidth = 130;
EditorGUIUtility.fieldWidth = 35;
EditorGUILayout.PropertyField
(
m_toggleActiveKeyCode,
new GUIContent
(
text: "Toggle Active Key",
tooltip: "If ticked, it will require clicking this key and the other ones you have set up."
)
);
EditorGUIUtility.labelWidth = 30;
EditorGUIUtility.fieldWidth = 35;
m_toggleActiveCtrl.boolValue = EditorGUILayout.Toggle
(
new GUIContent
(
text: "Ctrl",
tooltip: "If ticked, it will require clicking Ctrl and the other kesy you have set up."
),
value: m_toggleActiveCtrl.boolValue
);
m_toggleActiveAlt.boolValue = EditorGUILayout.Toggle
(
new GUIContent
(
text: "Alt",
tooltip: "If ticked, it will require clicking Alt and the other keys you have set up."
),
value: m_toggleActiveAlt.boolValue
);
EditorGUILayout.EndHorizontal();
}
GUILayout.Space( 15 );
EditorGUIUtility.labelWidth = 155;
EditorGUIUtility.fieldWidth = 35;
EditorGUILayout.PropertyField
(
m_graphModulePosition,
new GUIContent
(
text: "Graph modules position",
tooltip: "Defines in which corner the modules will be located."
)
);
EditorGUILayout.PropertyField
(
m_graphModuleOffset,
new GUIContent
(
text: "Graph modules offset",
tooltip: "Defines how far from the corner the module will be located."
)
);
#endregion
GUILayout.Space( 20 );
#region Section -> FPS
m_fpsModuleInspectorToggle = EditorGUILayout.Foldout
(
m_fpsModuleInspectorToggle,
content: " [ FPS ]",
style: GraphyEditorStyle.FoldoutStyle,
toggleOnLabelClick: true
);
GUILayout.Space( 5 );
if( m_fpsModuleInspectorToggle )
{
EditorGUILayout.PropertyField
(
m_fpsModuleState,
new GUIContent
(
text: "Module state",
tooltip: "FULL -> Text + Graph \nTEXT -> Just text \nOFF -> Turned off"
)
);
GUILayout.Space( 5 );
EditorGUILayout.LabelField( "Fps thresholds and colors:" );
EditorGUI.indentLevel++;
EditorGUILayout.BeginHorizontal();
m_goodFpsThreshold.intValue = EditorGUILayout.IntField
(
new GUIContent
(
text: "- Good",
tooltip: "When FPS rise above this value, this color will be used."
),
value: m_goodFpsThreshold.intValue
);
m_goodFpsColor.colorValue = EditorGUILayout.ColorField( m_goodFpsColor.colorValue );
EditorGUILayout.EndHorizontal();
if( m_goodFpsThreshold.intValue <= m_cautionFpsThreshold.intValue && m_goodFpsThreshold.intValue > 1 )
{
m_cautionFpsThreshold.intValue = m_goodFpsThreshold.intValue - 1;
}
else if( m_goodFpsThreshold.intValue <= 1 )
{
m_goodFpsThreshold.intValue = 2;
}
EditorGUILayout.BeginHorizontal();
m_cautionFpsThreshold.intValue = EditorGUILayout.IntField
(
new GUIContent
(
text: "- Caution",
tooltip: "When FPS falls between this and the Good value, this color will be used."
),
value: m_cautionFpsThreshold.intValue
);
m_cautionFpsColor.colorValue = EditorGUILayout.ColorField( m_cautionFpsColor.colorValue );
EditorGUILayout.EndHorizontal();
if( m_cautionFpsThreshold.intValue >= m_goodFpsThreshold.intValue )
{
m_cautionFpsThreshold.intValue = m_goodFpsThreshold.intValue - 1;
}
else if( m_cautionFpsThreshold.intValue <= 0 )
{
m_cautionFpsThreshold.intValue = 1;
}
EditorGUILayout.BeginHorizontal();
EditorGUILayout.IntField
(
new GUIContent
(
text: "- Critical",
tooltip:
"When FPS falls below the Caution value, this color will be used. (You can't have negative FPS, so this value is just for reference, it can't be changed)."
),
value: 0
);
m_criticalFpsColor.colorValue = EditorGUILayout.ColorField( m_criticalFpsColor.colorValue );
EditorGUILayout.EndHorizontal();
EditorGUI.indentLevel--;
if( m_fpsModuleState.intValue == 0 )
{
m_fpsGraphResolution.intValue = EditorGUILayout.IntSlider
(
new GUIContent
(
text: "Graph resolution",
tooltip: "Defines the amount of points in the graph"
),
m_fpsGraphResolution.intValue,
leftValue: 20,
rightValue: m_graphyMode.intValue == 0 ? 300 : 128
);
}
m_fpsTextUpdateRate.intValue = EditorGUILayout.IntSlider
(
new GUIContent
(
text: "Text update rate",
tooltip: "Defines the amount times the text is updated in 1 second."
),
m_fpsTextUpdateRate.intValue,
leftValue: 1,
rightValue: 60
);
}
#endregion
GUILayout.Space( 20 );
#region Section -> RAM
m_ramModuleInspectorToggle = EditorGUILayout.Foldout
(
m_ramModuleInspectorToggle,
content: " [ RAM ]",
style: GraphyEditorStyle.FoldoutStyle,
toggleOnLabelClick: true
);
GUILayout.Space( 5 );
if( m_ramModuleInspectorToggle )
{
EditorGUILayout.PropertyField
(
m_ramModuleState,
new GUIContent
(
text: "Module state",
tooltip: "FULL -> Text + Graph \nTEXT -> Just text \nOFF -> Turned off"
)
);
GUILayout.Space( 5 );
EditorGUILayout.LabelField( "Graph colors:" );
EditorGUI.indentLevel++;
m_allocatedRamColor.colorValue = EditorGUILayout.ColorField
(
label: "- Allocated",
value: m_allocatedRamColor.colorValue
);
m_reservedRamColor.colorValue = EditorGUILayout.ColorField
(
label: "- Reserved",
value: m_reservedRamColor.colorValue
);
m_monoRamColor.colorValue = EditorGUILayout.ColorField
(
label: "- Mono",
value: m_monoRamColor.colorValue
);
EditorGUI.indentLevel--;
if( m_ramModuleState.intValue == 0 )
{
m_ramGraphResolution.intValue = EditorGUILayout.IntSlider(
new GUIContent
(
text: "Graph resolution",
tooltip: "Defines the amount of points are in the graph"
),
m_ramGraphResolution.intValue,
leftValue: 20,
rightValue: m_graphyMode.intValue == 0 ? 300 : 128
);
}
m_ramTextUpdateRate.intValue = EditorGUILayout.IntSlider
(
new GUIContent
(
text: "Text update rate",
tooltip: "Defines the amount times the text is updated in 1 second."
),
m_ramTextUpdateRate.intValue,
leftValue: 1,
rightValue: 60
);
}
#endregion
GUILayout.Space( 20 );
#region Section -> Audio
m_audioModuleInspectorToggle = EditorGUILayout.Foldout
(
m_audioModuleInspectorToggle,
content: " [ AUDIO ]",
style: GraphyEditorStyle.FoldoutStyle,
toggleOnLabelClick: true
);
GUILayout.Space( 5 );
if( m_audioModuleInspectorToggle )
{
EditorGUILayout.PropertyField
(
m_audioModuleState,
new GUIContent
(
text: "Module state",
tooltip: "FULL -> Text + Graph \nTEXT -> Just text \nOFF -> Turned off"
)
);
GUILayout.Space( 5 );
EditorGUILayout.PropertyField
(
m_findAudioListenerInCameraIfNull,
new GUIContent
(
text: "Find audio listener",
tooltip:
"Tries to find the AudioListener in the Main camera in the scene. (if AudioListener is null)"
)
);
EditorGUILayout.PropertyField
(
m_audioListener,
new GUIContent
(
text: "Audio Listener",
tooltip:
"Graphy will take the data from this Listener. If none are specified, it will try to get it from the Main Camera in the scene."
)
);
if( m_audioModuleState.intValue == 0 )
{
m_audioGraphColor.colorValue = EditorGUILayout.ColorField
(
label: "Graph color",
value: m_audioGraphColor.colorValue
);
m_audioGraphResolution.intValue = EditorGUILayout.IntSlider
(
new GUIContent
(
text: "Graph resolution",
tooltip: "Defines the amount of points that are in the graph."
),
m_audioGraphResolution.intValue,
leftValue: 20,
rightValue: m_graphyMode.intValue == 0 ? 300 : 128
);
// Forces the value to be a multiple of 3, this way the audio graph is painted correctly
if( m_audioGraphResolution.intValue % 3 != 0 && m_audioGraphResolution.intValue < 300 )
{
m_audioGraphResolution.intValue += 3 - m_audioGraphResolution.intValue % 3;
}
}
EditorGUILayout.PropertyField
(
m_FFTWindow,
new GUIContent
(
text: "FFT Window",
tooltip:
"Used to reduce leakage between frequency bins/bands. Note, the more complex window type, the better the quality, but reduced speed. \n\nSimplest is rectangular. Most complex is BlackmanHarris"
)
);
m_spectrumSize.intValue = EditorGUILayout.IntSlider
(
new GUIContent
(
text: "Spectrum size",
tooltip:
"Has to be a power of 2 between 128-8192. The higher sample rate, the less precision but also more impact on performance. Careful with mobile devices"
),
m_spectrumSize.intValue,
leftValue: 128,
rightValue: 8192
);
int closestSpectrumIndex = 0;
int minDistanceToSpectrumValue = 100000;
for( int i = 0; i < m_spectrumSizeValues.Length; i++ )
{
int newDistance = Mathf.Abs
(
value: m_spectrumSize.intValue - m_spectrumSizeValues[ i ]
);
if( newDistance < minDistanceToSpectrumValue )
{
minDistanceToSpectrumValue = newDistance;
closestSpectrumIndex = i;
}
}
m_spectrumSize.intValue = m_spectrumSizeValues[ closestSpectrumIndex ];
m_audioTextUpdateRate.intValue = EditorGUILayout.IntSlider
(
new GUIContent
(
text: "Text update rate",
tooltip: "Defines the amount times the text is updated in 1 second"
),
m_audioTextUpdateRate.intValue,
leftValue: 1,
rightValue: 60
);
}
#endregion
GUILayout.Space( 20 );
#region Section -> Advanced Settings
m_advancedModuleInspectorToggle = EditorGUILayout.Foldout
(
m_advancedModuleInspectorToggle,
content: " [ ADVANCED DATA ]",
style: GraphyEditorStyle.FoldoutStyle,
toggleOnLabelClick: true
);
GUILayout.Space( 5 );
if( m_advancedModuleInspectorToggle )
{
EditorGUILayout.PropertyField( m_advancedModulePosition );
EditorGUILayout.PropertyField
(
m_advancedModuleOffset,
new GUIContent
(
text: "Advanced modules offset",
tooltip: "Defines how far from the corner the module will be located."
)
);
EditorGUILayout.PropertyField
(
m_advancedModuleState,
new GUIContent
(
text: "Module state",
tooltip: "FULL -> Text \nOFF -> Turned off"
)
);
}
#endregion;
EditorGUIUtility.labelWidth = defaultLabelWidth;
EditorGUIUtility.fieldWidth = defaultFieldWidth;
serializedObject.ApplyModifiedProperties();
}
#endregion
#region Methods -> Private
#endregion
}
}

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@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: f01a5c28e5127404da343db2a7409c10
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@ -0,0 +1,66 @@
/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 20-Dec-17
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using UnityEditor;
using UnityEngine;
namespace Tayx.Graphy
{
public class GraphyMenuItem
{
[MenuItem( "Tools/Graphy/Create Prefab Variant" )]
static void CreatePrefabVariant()
{
// Directory checking
if( !AssetDatabase.IsValidFolder( "Assets/Graphy - Ultimate Stats Monitor" ) )
{
AssetDatabase.CreateFolder( "Assets", "Graphy - Ultimate Stats Monitor" );
}
if( !AssetDatabase.IsValidFolder( "Assets/Graphy - Ultimate Stats Monitor/Prefab Variants" ) )
{
AssetDatabase.CreateFolder( "Assets/Graphy - Ultimate Stats Monitor", "Prefab Variants" );
}
string graphyPrefabGuid = AssetDatabase.FindAssets( "[Graphy]" )[ 0 ];
Object originalPrefab =
(GameObject) AssetDatabase.LoadAssetAtPath( AssetDatabase.GUIDToAssetPath( graphyPrefabGuid ),
typeof( GameObject ) );
GameObject objectSource = PrefabUtility.InstantiatePrefab( originalPrefab ) as GameObject;
int prefabVariantCount =
AssetDatabase.FindAssets( "Graphy_Variant",
new[] { "Assets/Graphy - Ultimate Stats Monitor/Prefab Variants" } ).Length;
GameObject prefabVariant = PrefabUtility.SaveAsPrefabAsset( objectSource,
$"Assets/Graphy - Ultimate Stats Monitor/Prefab Variants/Graphy_Variant_{prefabVariantCount}.prefab" );
Object.DestroyImmediate( objectSource );
foreach( SceneView scene in SceneView.sceneViews )
{
scene.ShowNotification(
new GUIContent( "Prefab Variant Created at \"Assets/Graphy - Ultimate Stats Monitor/Prefab\"!" ) );
}
}
[MenuItem( "Tools/Graphy/Import Graphy Customization Scene" )]
static void ImportGraphyCustomizationScene()
{
string customizationSceneGuid = AssetDatabase.FindAssets( "Graphy_CustomizationScene" )[ 0 ];
AssetDatabase.ImportPackage( AssetDatabase.GUIDToAssetPath( customizationSceneGuid ), true );
}
}
}

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@ -0,0 +1,11 @@
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MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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{
"name": "Tayx.Graphy.Editor",
"references": [
"GUID:18e5109d897e1b244ab2dfeaf5482c7b"
],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [
{
"name": "com.unity.inputsystem",
"expression": "",
"define": "GRAPHY_NEW_INPUT"
}
],
"noEngineReferences": false
}

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fileFormatVersion: 2
guid: 9c59a049deefdf64bbbaa730a340bb3f
AssemblyDefinitionImporter:
externalObjects: {}
userData:
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fileFormatVersion: 2
guid: 3ac48df14c942a247a9e31f953e82768
folderAsset: yes
timeCreated: 1511635919
licenseType: Store
DefaultImporter:
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fileFormatVersion: 2
guid: 2b891f35198da7642a30fd430ae0d619
folderAsset: yes
timeCreated: 1516718193
licenseType: Store
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Eric Tirado - NORTHWEST - BOLD, ROUGH - BETA
Version 0.6 2016
________________________________________________________________________________________
This font demo is free for personal and commercial use.
DonÕt resell, donÕt rename, share it with this txt file. Easy.
Sign up at tira.do/nw to get a good deal on our final release (coming soon) and be in the loop for more awesomeness!
________________________________________________________________________________________
fonts@erictirado.com
Eric Tirado © 2016 - All Rights Reserved
_______________________________________________________________________________________
_______________________________________________________________________________________

View File

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guid: 67bbd8c5103323b4688fcfa3abe68927
labels:
- font
timeCreated: 1516718196
licenseType: Store
TextScriptImporter:
userData:
assetBundleName:
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fileFormatVersion: 2
guid: d523cde1d178d7c4ca6bb724b9d5213e
labels:
- font
timeCreated: 1516718196
licenseType: Store
TrueTypeFontImporter:
serializedVersion: 4
fontSize: 16
forceTextureCase: -2
characterSpacing: 0
characterPadding: 1
includeFontData: 1
fontNames:
- NORTHWEST
fallbackFontReferences: []
customCharacters:
fontRenderingMode: 0
ascentCalculationMode: 1
userData:
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fileFormatVersion: 2
guid: 37f53a7f00580aa4fa7797d9308063e7
folderAsset: yes
timeCreated: 1515073036
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Apache License
Version 2.0, January 2004
http://www.apache.org/licenses/
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
1. Definitions.
"License" shall mean the terms and conditions for use, reproduction,
and distribution as defined by Sections 1 through 9 of this document.
"Licensor" shall mean the copyright owner or entity authorized by
the copyright owner that is granting the License.
"Legal Entity" shall mean the union of the acting entity and all
other entities that control, are controlled by, or are under common
control with that entity. For the purposes of this definition,
"control" means (i) the power, direct or indirect, to cause the
direction or management of such entity, whether by contract or
otherwise, or (ii) ownership of fifty percent (50%) or more of the
outstanding shares, or (iii) beneficial ownership of such entity.
"You" (or "Your") shall mean an individual or Legal Entity
exercising permissions granted by this License.
"Source" form shall mean the preferred form for making modifications,
including but not limited to software source code, documentation
source, and configuration files.
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transformation or translation of a Source form, including but
not limited to compiled object code, generated documentation,
and conversions to other media types.
"Work" shall mean the work of authorship, whether in Source or
Object form, made available under the License, as indicated by a
copyright notice that is included in or attached to the work
(an example is provided in the Appendix below).
"Derivative Works" shall mean any work, whether in Source or Object
form, that is based on (or derived from) the Work and for which the
editorial revisions, annotations, elaborations, or other modifications
represent, as a whole, an original work of authorship. For the purposes
of this License, Derivative Works shall not include works that remain
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"Contribution" shall mean any work of authorship, including
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2. Grant of Copyright License. Subject to the terms and conditions of
this License, each Contributor hereby grants to You a perpetual,
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MIT License
Copyright (c) 2018 Martín Pane
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labels:
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- counter
- debugger
- fps
- graph
- graphy
- memory
- ram
- screenshot
- shader
- spectrum
- stats
- tayx
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# Graphy - Ultimate FPS Counter - Stats Monitor & Debugger (Unity)
[![openupm](https://img.shields.io/npm/v/com.tayx.graphy?label=openupm&registry_uri=https://package.openupm.com)](https://openupm.com/packages/com.tayx.graphy/)
[![License: MIT](https://img.shields.io/badge/License-MIT-brightgreen.svg)](https://github.com/Tayx94/graphy/blob/master/LICENSE)
[![Unity 2019.4+](https://img.shields.io/badge/unity-2019.4%2B-blue.svg)](https://unity3d.com/get-unity/download)
[![Open Issues](https://img.shields.io/github/issues-raw/tayx94/graphy)](https://github.com/Tayx94/graphy/issues)
[![Downloads](https://img.shields.io/github/downloads/tayx94/graphy/total)](https://github.com/Tayx94/graphy/releases)
[![Contributors](https://img.shields.io/github/contributors/tayx94/graphy)](https://github.com/Tayx94/graphy/graphs/contributors)
[![Stars](https://img.shields.io/github/stars/Tayx94/graphy)](https://github.com/Tayx94/graphy)
[![Forks](https://img.shields.io/github/forks/Tayx94/graphy)](https://github.com/Tayx94/graphy)
[![Chat Discord](https://img.shields.io/discord/406037880314789889)](https://discord.gg/2KgNEHK?)
[![Twitter](https://img.shields.io/twitter/follow/martintayx?label=Follow&style=social)](http://twitter.com/intent/user?screen_name=martinTayx)
**Links:** [Discord](https://discord.gg/2KgNEHK?) | [Mail](mailto:martintayx@gmail.com) | [Twitter](http://twitter.com/intent/user?screen_name=martinTayx) | [Asset store](https://assetstore.unity.com/packages/tools/gui/graphy-ultimate-stats-monitor-debugger-105778) | [Forum post](https://forum.unity.com/threads/graphy-ultimate-stats-monitor-debugger-released.517387/) | [Donations](https://www.paypal.me/MartinPaneUK)
**WINNER** of the **BEST DEVELOPMENT ASSET** in the **Unity Awards 2018**.
![Graphy Image](https://image.ibb.co/dbcDu8/2018_07_15_15_10_05.gif)
Graphy is the ultimate, easy to use, feature packed FPS Counter, stats monitor and debugger for your Unity project.
**Main Features:**
- Graph & Text:
- FPS
- Memory
- Audio
- Advanced device information
- Debugging tools
With this tool you will be able to visualize and catch when your game has some unexpected hiccup or stutter, and act accordingly!
The debugger allows you to set one or more conditions, that if met will have the consequences you desire, such as taking a screenshot, pausing the editor, printing a message to the console and more! Even call a method from your own code if you want!
**Additional features:**
- Customizable look and feel
- Multiple layouts
- Custom Inspector
- Hotkeys
- Easy to use API (accessible from code)
- Works on multiple platforms
- Background Mode
- Works from Unity 5.4 and up!
- Well documented C# and Shader code included
**Links:**
- [Asset store](https://assetstore.unity.com/packages/tools/gui/graphy-ultimate-stats-monitor-debugger-105778)
- [Forum post](https://forum.unity.com/threads/graphy-ultimate-stats-monitor-debugger-released.517387/)
- [Video Teaser](https://youtu.be/2X3vXxLANk0)
**Contact:**
- [Mail](martintayx@gmail.com)
- [Twitter](https://twitter.com/martinTayx)
- [Discord](https://discord.gg/2KgNEHK?)
## Installation
1. The package is available on the [openupm registry](https://openupm.com). You can install it via [openupm-cli](https://github.com/openupm/openupm-cli).
```
openupm add com.tayx.graphy
```
2. You can also install via git url by adding this entry in your **manifest.json**
```
{
"dependencies": {
...
"com.tayx.graphy": "https://github.com/Tayx94/graphy.git",
...
}
}
```
3. You can also download it from the [Asset Store](https://assetstore.unity.com/packages/tools/gui/graphy-ultimate-stats-monitor-debugger-105778)
4. Click here for old version that supports Unity 5.4+:
[![Unity 5.4+](https://img.shields.io/badge/unity-5.4%2B-blue.svg)](https://github.com/Tayx94/graphy/releases/tag/v1.6.0-Unity5.4)
## Development of Graphy
Maintainer and main developer: **Martín Pane** [![Twitter](https://img.shields.io/twitter/follow/martintayx?label=Follow&style=social)](http://twitter.com/intent/user?screen_name=martinTayx)
Graphy is **FREE** to use, but if it helped you and you want to contribute to its development, feel free to leave a donation!
- [Donation Link](https://www.paypal.me/MartinPaneUK)
### Contributing
Let's make Graphy the go-to for stats monitoring in Unity!
I would really appreciate any contributions! Below you can find a roadmap for future planned features and optimisations that you might be able to help out with. If you want to make a big pull request, please do it on the "dev" branch.
Create a GitHub issue if you want to start a discussion or request a feature, and please label appropriately.
You can also join the [Discord](https://discord.gg/2KgNEHK?) for active discussions with other members of the community.
### Roadmap
**Planned features (No ETA):**
- Add GfxDriver stats to the RAM module.
- Scale Canvas (GetComponent<Canvas>().scaleFactor *= multiplier;) -> If it changes, set again.
- Make a template for a graph + text module so people can create their own easily.
- Allow storing FPS for a predetermined time to allow benchmarks.
- Dump all Graphy Data as a string to:
- File.
- Send to server.
- Send mail.
- Add a preprocessor key #GRAPHY to avoid adding the asset in builds.
## License
Graphy is released under the [MIT license](https://github.com/Tayx94/graphy/blob/master/LICENSE). Although I don't require attribution, I would love to know if you decide to use it in a project! Let me know on [Twitter](https://twitter.com/martinTayx) or by [email](martintayx@gmail.com).

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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@martinTayx)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 05-Dec-17
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using UnityEngine;
using UnityEngine.UI;
#if GRAPHY_XR
using UnityEngine.XR;
#endif
using System.Collections.Generic;
using System.Text;
using Tayx.Graphy.UI;
using Tayx.Graphy.Utils;
using Tayx.Graphy.Utils.NumString;
namespace Tayx.Graphy.Advanced
{
public class G_AdvancedData : MonoBehaviour, IMovable, IModifiableState
{
#region Variables -> Serialized Private
[SerializeField] private List<Image> m_backgroundImages = new List<Image>();
[SerializeField] private Text m_graphicsDeviceVersionText = null;
[SerializeField] private Text m_processorTypeText = null;
[SerializeField] private Text m_operatingSystemText = null;
[SerializeField] private Text m_systemMemoryText = null;
[SerializeField] private Text m_graphicsDeviceNameText = null;
[SerializeField] private Text m_graphicsMemorySizeText = null;
[SerializeField] private Text m_screenResolutionText = null;
[SerializeField] private Text m_gameWindowResolutionText = null;
[SerializeField] private Text m_gameVRResolutionText = null;
#if GRAPHY_XR
private readonly List<XRDisplaySubsystem> m_displaySubsystems = new List<XRDisplaySubsystem>();
#endif
[Range( 1, 60 )] [SerializeField] private float m_updateRate = 1f; // 1 update per sec.
#endregion
#region Variables -> Private
private GraphyManager m_graphyManager = null;
private RectTransform m_rectTransform = null;
private Vector2 m_origPosition = Vector2.zero;
private float m_deltaTime = 0.0f;
private StringBuilder m_sb = null;
private GraphyManager.ModuleState m_previousModuleState = GraphyManager.ModuleState.FULL;
private GraphyManager.ModuleState m_currentModuleState = GraphyManager.ModuleState.FULL;
private readonly string[] m_windowStrings =
{
"Window: ",
"x",
"@",
"Hz",
"[",
"dpi]"
};
private readonly string[] m_vrStrings =
{
"VR: (",
"*2)x",
"@",
"Hz"
};
#endregion
#region Methods -> Unity Callbacks
private void Awake()
{
Init();
}
private void Update()
{
m_deltaTime += Time.unscaledDeltaTime;
if( m_deltaTime > 1f / m_updateRate )
{
// Update screen window resolution
m_sb.Length = 0;
m_sb.Append( m_windowStrings[ 0 ] ).Append( Screen.width.ToStringNonAlloc() )
.Append( m_windowStrings[ 1 ] ).Append( Screen.height.ToStringNonAlloc() )
.Append( m_windowStrings[ 2 ] ).Append(
#if UNITY_2022_2_OR_NEWER
((int)Screen.currentResolution.refreshRateRatio.value).ToStringNonAlloc()
#else
Screen.currentResolution.refreshRate.ToStringNonAlloc()
#endif
)
.Append( m_windowStrings[ 3 ] )
.Append( m_windowStrings[ 4 ] ).Append( ((int) Screen.dpi).ToStringNonAlloc() )
.Append( m_windowStrings[ 5 ] );
m_gameWindowResolutionText.text = m_sb.ToString();
#if GRAPHY_XR
// If XR enabled, update screen XR resolution
if( XRSettings.enabled )
{
m_sb.Length = 0;
#if UNITY_2020_2_OR_NEWER
SubsystemManager.GetSubsystems( m_displaySubsystems );
#else
SubsystemManager.GetInstances( m_displaySubsystems );
#endif
float refreshRate = -1;
if( m_displaySubsystems.Count > 0 )
{
m_displaySubsystems[ 0 ].TryGetDisplayRefreshRate( out refreshRate );
}
m_sb.Append( m_vrStrings[ 0 ] ).Append( XRSettings.eyeTextureWidth.ToStringNonAlloc() )
.Append( m_vrStrings[ 1 ] ).Append( XRSettings.eyeTextureHeight.ToStringNonAlloc() )
.Append( m_vrStrings[ 2 ] ).Append( Mathf.RoundToInt( refreshRate ).ToStringNonAlloc() )
.Append( m_vrStrings[ 3 ] );
m_gameVRResolutionText.text = m_sb.ToString();
}
#endif
// Reset variables
m_deltaTime = 0f;
}
}
#endregion
#region Methods -> Public
public void SetPosition( GraphyManager.ModulePosition newModulePosition, Vector2 offset )
{
if ( newModulePosition == GraphyManager.ModulePosition.FREE )
return;
m_rectTransform.anchoredPosition = m_origPosition;
float xSideOffset = Mathf.Abs( m_rectTransform.anchoredPosition.x ) + offset.x;
float ySideOffset = Mathf.Abs( m_rectTransform.anchoredPosition.y ) + offset.y;
switch( newModulePosition )
{
case GraphyManager.ModulePosition.TOP_LEFT:
m_rectTransform.anchorMax = Vector2.up;
m_rectTransform.anchorMin = Vector2.up;
m_rectTransform.anchoredPosition = new Vector2( xSideOffset, -ySideOffset );
break;
case GraphyManager.ModulePosition.TOP_RIGHT:
m_rectTransform.anchorMax = Vector2.one;
m_rectTransform.anchorMin = Vector2.one;
m_rectTransform.anchoredPosition = new Vector2( -xSideOffset, -ySideOffset );
break;
case GraphyManager.ModulePosition.BOTTOM_LEFT:
m_rectTransform.anchorMax = Vector2.zero;
m_rectTransform.anchorMin = Vector2.zero;
m_rectTransform.anchoredPosition = new Vector2( xSideOffset, ySideOffset );
break;
case GraphyManager.ModulePosition.BOTTOM_RIGHT:
m_rectTransform.anchorMax = Vector2.right;
m_rectTransform.anchorMin = Vector2.right;
m_rectTransform.anchoredPosition = new Vector2( -xSideOffset, ySideOffset );
break;
}
switch( newModulePosition )
{
case GraphyManager.ModulePosition.TOP_LEFT:
case GraphyManager.ModulePosition.BOTTOM_LEFT:
m_processorTypeText.alignment = TextAnchor.UpperLeft;
m_systemMemoryText.alignment = TextAnchor.UpperLeft;
m_graphicsDeviceNameText.alignment = TextAnchor.UpperLeft;
m_graphicsDeviceVersionText.alignment = TextAnchor.UpperLeft;
m_graphicsMemorySizeText.alignment = TextAnchor.UpperLeft;
m_screenResolutionText.alignment = TextAnchor.UpperLeft;
m_gameWindowResolutionText.alignment = TextAnchor.UpperLeft;
m_gameVRResolutionText.alignment = TextAnchor.UpperLeft;
m_operatingSystemText.alignment = TextAnchor.UpperLeft;
break;
case GraphyManager.ModulePosition.TOP_RIGHT:
case GraphyManager.ModulePosition.BOTTOM_RIGHT:
m_processorTypeText.alignment = TextAnchor.UpperRight;
m_systemMemoryText.alignment = TextAnchor.UpperRight;
m_graphicsDeviceNameText.alignment = TextAnchor.UpperRight;
m_graphicsDeviceVersionText.alignment = TextAnchor.UpperRight;
m_graphicsMemorySizeText.alignment = TextAnchor.UpperRight;
m_screenResolutionText.alignment = TextAnchor.UpperRight;
m_gameWindowResolutionText.alignment = TextAnchor.UpperRight;
m_gameVRResolutionText.alignment = TextAnchor.UpperRight;
m_operatingSystemText.alignment = TextAnchor.UpperRight;
break;
}
}
public void SetState( GraphyManager.ModuleState state, bool silentUpdate = false )
{
if( !silentUpdate )
{
m_previousModuleState = m_currentModuleState;
}
m_currentModuleState = state;
bool active = state == GraphyManager.ModuleState.FULL
|| state == GraphyManager.ModuleState.TEXT
|| state == GraphyManager.ModuleState.BASIC;
gameObject.SetActive( active );
m_backgroundImages.SetAllActive( active && m_graphyManager.Background );
}
/// <summary>
/// Restores state to the previous one.
/// </summary>
public void RestorePreviousState()
{
SetState( m_previousModuleState );
}
public void UpdateParameters()
{
foreach( var image in m_backgroundImages )
{
image.color = m_graphyManager.BackgroundColor;
}
SetPosition( m_graphyManager.AdvancedModulePosition, Vector2.zero );
SetState( m_graphyManager.AdvancedModuleState );
}
public void RefreshParameters()
{
foreach( var image in m_backgroundImages )
{
image.color = m_graphyManager.BackgroundColor;
}
SetPosition( m_graphyManager.AdvancedModulePosition, Vector2.zero );
SetState( m_currentModuleState, true );
}
#endregion
#region Methods -> Private
private void Init()
{
G_IntString.Init( 0, 7680 );
m_graphyManager = transform.root.GetComponentInChildren<GraphyManager>();
m_sb = new StringBuilder();
m_rectTransform = GetComponent<RectTransform>();
m_processorTypeText.text
= "CPU: "
+ SystemInfo.processorType
+ " ["
+ SystemInfo.processorCount
+ " cores]";
m_systemMemoryText.text
= "RAM: "
+ SystemInfo.systemMemorySize
+ " MB";
m_graphicsDeviceVersionText.text
= "Graphics API: "
+ SystemInfo.graphicsDeviceVersion;
m_graphicsDeviceNameText.text
= "GPU: "
+ SystemInfo.graphicsDeviceName;
m_graphicsMemorySizeText.text
= "VRAM: "
+ SystemInfo.graphicsMemorySize
+ "MB. Max texture size: "
+ SystemInfo.maxTextureSize
+ "px. Shader level: "
+ SystemInfo.graphicsShaderLevel;
Resolution res = Screen.currentResolution;
m_screenResolutionText.text
= "Screen: "
+ res.width
+ "x"
+ res.height
+ "@"
#if UNITY_2022_2_OR_NEWER
+ ((int)Screen.currentResolution.refreshRateRatio.value).ToStringNonAlloc()
#else
+ res.refreshRate
#endif
+ "Hz";
m_operatingSystemText.text
= "OS: "
+ SystemInfo.operatingSystem
+ " ["
+ SystemInfo.deviceType
+ "]";
m_gameVRResolutionText.text = "VR: Not active";
float preferredWidth = 0;
// Resize the background overlay
List<Text> texts = new List<Text>()
{
m_graphicsDeviceVersionText,
m_processorTypeText,
m_systemMemoryText,
m_graphicsDeviceNameText,
m_graphicsMemorySizeText,
m_screenResolutionText,
m_gameWindowResolutionText,
m_gameVRResolutionText,
m_operatingSystemText
};
foreach( var text in texts )
{
if( text.preferredWidth > preferredWidth )
{
preferredWidth = text.preferredWidth;
}
}
m_rectTransform.SetSizeWithCurrentAnchors
(
axis: RectTransform.Axis.Horizontal,
size: preferredWidth + 25
);
m_rectTransform.anchoredPosition = new Vector2
(
x: m_rectTransform.anchoredPosition.x - m_rectTransform.rect.width / 2
+ m_rectTransform.rect.width / 2 * Mathf.Sign( m_rectTransform.anchoredPosition.x ),
y: m_rectTransform.anchoredPosition.y
);
m_origPosition = m_rectTransform.anchoredPosition;
UpdateParameters();
}
#endregion
}
}

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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@martinTayx)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 15-Dec-17
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using Tayx.Graphy.Graph;
using UnityEngine;
using UnityEngine.UI;
namespace Tayx.Graphy.Audio
{
public class G_AudioGraph : G_Graph
{
#region Variables -> Serialized Private
[SerializeField] private Image m_imageGraph = null;
[SerializeField] private Image m_imageGraphHighestValues = null;
[SerializeField] private Shader ShaderFull = null;
[SerializeField] private Shader ShaderLight = null;
[SerializeField] private bool m_isInitialized = false;
#endregion
#region Variables -> Private
private GraphyManager m_graphyManager = null;
private G_AudioMonitor m_audioMonitor = null;
private int m_resolution = 40;
private G_GraphShader m_shaderGraph = null;
private G_GraphShader m_shaderGraphHighestValues = null;
private float[] m_graphArray;
private float[] m_graphArrayHighestValue;
#endregion
#region Methods -> Unity Callbacks
private void OnEnable()
{
/* ----- NOTE: ----------------------------
* We used to Init() here regardless of
* whether this module was enabled.
* The reason we don't Init() here
* anymore is that some users are on
* platforms that do not support the arrays
* in the Shaders.
*
* See: https://github.com/Tayx94/graphy/issues/17
*
* Even though we don't Init() competely
* here anymore, we still need
* m_audioMonitor for in Update()
* --------------------------------------*/
m_audioMonitor = GetComponent<G_AudioMonitor>();
}
private void Update()
{
if( m_audioMonitor.SpectrumDataAvailable )
{
UpdateGraph();
}
}
#endregion
#region Methods -> Public
public void UpdateParameters()
{
if( m_shaderGraph == null )
{
// While Graphy is disabled (e.g. by default via Ctrl+H) and while in Editor after a Hot-Swap,
// the OnApplicationFocus calls this while m_shaderGraph == null, throwing a NullReferenceException
return;
}
switch( m_graphyManager.GraphyMode )
{
case GraphyManager.Mode.FULL:
m_shaderGraph.ArrayMaxSize = G_GraphShader.ArrayMaxSizeFull;
m_shaderGraph.Image.material = new Material( ShaderFull );
m_shaderGraphHighestValues.ArrayMaxSize = G_GraphShader.ArrayMaxSizeFull;
m_shaderGraphHighestValues.Image.material = new Material( ShaderFull );
break;
case GraphyManager.Mode.LIGHT:
m_shaderGraph.ArrayMaxSize = G_GraphShader.ArrayMaxSizeLight;
m_shaderGraph.Image.material = new Material( ShaderLight );
m_shaderGraphHighestValues.ArrayMaxSize = G_GraphShader.ArrayMaxSizeLight;
m_shaderGraphHighestValues.Image.material = new Material( ShaderLight );
break;
}
m_shaderGraph.InitializeShader();
m_shaderGraphHighestValues.InitializeShader();
m_resolution = m_graphyManager.AudioGraphResolution;
CreatePoints();
}
#endregion
#region Methods -> Protected Override
protected override void UpdateGraph()
{
// Since we no longer initialize by default OnEnable(),
// we need to check here, and Init() if needed
if( !m_isInitialized )
{
Init();
}
int incrementPerIteration = Mathf.FloorToInt( m_audioMonitor.Spectrum.Length / (float) m_resolution );
// Current values -------------------------
for( int i = 0; i <= m_resolution - 1; i++ )
{
float currentValue = 0;
for( int j = 0; j < incrementPerIteration; j++ )
{
currentValue += m_audioMonitor.Spectrum[ i * incrementPerIteration + j ];
}
// Uses 3 values for each bar to accomplish that look
if( (i + 1) % 3 == 0 && i > 1 )
{
float value =
(
m_audioMonitor.dBNormalized( m_audioMonitor.lin2dB( currentValue / incrementPerIteration ) )
+ m_graphArray[ i - 1 ]
+ m_graphArray[ i - 2 ]
) / 3;
m_graphArray[ i ] = value;
m_graphArray[ i - 1 ] = value;
m_graphArray[ i - 2 ] =
-1; // Always set the third one to -1 to leave gaps in the graph and improve readability
}
else
{
m_graphArray[ i ] =
m_audioMonitor.dBNormalized( m_audioMonitor.lin2dB( currentValue / incrementPerIteration ) );
}
}
for( int i = 0; i <= m_resolution - 1; i++ )
{
m_shaderGraph.ShaderArrayValues[ i ] = m_graphArray[ i ];
}
m_shaderGraph.UpdatePoints();
// Highest values -------------------------
for( int i = 0; i <= m_resolution - 1; i++ )
{
float currentValue = 0;
for( int j = 0; j < incrementPerIteration; j++ )
{
currentValue += m_audioMonitor.SpectrumHighestValues[ i * incrementPerIteration + j ];
}
// Uses 3 values for each bar to accomplish that look
if( (i + 1) % 3 == 0 && i > 1 )
{
float value =
(
m_audioMonitor.dBNormalized( m_audioMonitor.lin2dB( currentValue / incrementPerIteration ) )
+ m_graphArrayHighestValue[ i - 1 ]
+ m_graphArrayHighestValue[ i - 2 ]
) / 3;
m_graphArrayHighestValue[ i ] = value;
m_graphArrayHighestValue[ i - 1 ] = value;
m_graphArrayHighestValue[ i - 2 ] =
-1; // Always set the third one to -1 to leave gaps in the graph and improve readability
}
else
{
m_graphArrayHighestValue[ i ] =
m_audioMonitor.dBNormalized( m_audioMonitor.lin2dB( currentValue / incrementPerIteration ) );
}
}
for( int i = 0; i <= m_resolution - 1; i++ )
{
m_shaderGraphHighestValues.ShaderArrayValues[ i ] = m_graphArrayHighestValue[ i ];
}
m_shaderGraphHighestValues.UpdatePoints();
}
protected override void CreatePoints()
{
// Init Arrays
if( m_shaderGraph.ShaderArrayValues == null || m_shaderGraph.ShaderArrayValues.Length != m_resolution )
{
m_graphArray = new float[m_resolution];
m_graphArrayHighestValue = new float[m_resolution];
m_shaderGraph.ShaderArrayValues = new float[m_resolution];
m_shaderGraphHighestValues.ShaderArrayValues = new float[m_resolution];
}
for( int i = 0; i < m_resolution; i++ )
{
m_shaderGraph.ShaderArrayValues[ i ] = 0;
m_shaderGraphHighestValues.ShaderArrayValues[ i ] = 0;
}
// Color
m_shaderGraph.GoodColor = m_graphyManager.AudioGraphColor;
m_shaderGraph.CautionColor = m_graphyManager.AudioGraphColor;
m_shaderGraph.CriticalColor = m_graphyManager.AudioGraphColor;
m_shaderGraph.UpdateColors();
m_shaderGraphHighestValues.GoodColor = m_graphyManager.AudioGraphColor;
m_shaderGraphHighestValues.CautionColor = m_graphyManager.AudioGraphColor;
m_shaderGraphHighestValues.CriticalColor = m_graphyManager.AudioGraphColor;
m_shaderGraphHighestValues.UpdateColors();
// Threshold
m_shaderGraph.GoodThreshold = 0;
m_shaderGraph.CautionThreshold = 0;
m_shaderGraph.UpdateThresholds();
m_shaderGraphHighestValues.GoodThreshold = 0;
m_shaderGraphHighestValues.CautionThreshold = 0;
m_shaderGraphHighestValues.UpdateThresholds();
// Update Array
m_shaderGraph.UpdateArrayValuesLength();
m_shaderGraphHighestValues.UpdateArrayValuesLength();
// Average
m_shaderGraph.Average = 0;
m_shaderGraph.UpdateAverage();
m_shaderGraphHighestValues.Average = 0;
m_shaderGraphHighestValues.UpdateAverage();
}
#endregion
#region Methods -> Private
private void Init()
{
m_graphyManager = transform.root.GetComponentInChildren<GraphyManager>();
m_audioMonitor = GetComponent<G_AudioMonitor>();
m_shaderGraph = new G_GraphShader
{
Image = m_imageGraph
};
m_shaderGraphHighestValues = new G_GraphShader
{
Image = m_imageGraphHighestValues
};
UpdateParameters();
m_isInitialized = true;
}
#endregion
}
}

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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@martinTayx)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 03-Jan-18
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using UnityEngine;
using UnityEngine.UI;
using System.Collections.Generic;
using Tayx.Graphy.UI;
using Tayx.Graphy.Utils;
namespace Tayx.Graphy.Audio
{
public class G_AudioManager : MonoBehaviour, IMovable, IModifiableState
{
#region Variables -> Serialized Private
[SerializeField] private GameObject m_audioGraphGameObject = null;
[SerializeField] private Text m_audioDbText = null;
[SerializeField] private List<Image> m_backgroundImages = new List<Image>();
#endregion
#region Variables -> Private
private GraphyManager m_graphyManager = null;
private G_AudioGraph m_audioGraph = null;
private G_AudioMonitor m_audioMonitor = null;
private G_AudioText m_audioText = null;
private RectTransform m_rectTransform = null;
private Vector2 m_origPosition = Vector2.zero;
private List<GameObject> m_childrenGameObjects = new List<GameObject>();
private GraphyManager.ModuleState m_previousModuleState = GraphyManager.ModuleState.FULL;
private GraphyManager.ModuleState m_currentModuleState = GraphyManager.ModuleState.FULL;
#endregion
#region Methods -> Unity Callbacks
private void Awake()
{
Init();
}
private void Start()
{
UpdateParameters();
}
#endregion
#region Methods -> Public
public void SetPosition( GraphyManager.ModulePosition newModulePosition, Vector2 offset )
{
if ( newModulePosition == GraphyManager.ModulePosition.FREE )
return;
m_rectTransform.anchoredPosition = m_origPosition;
float xSideOffset = Mathf.Abs( m_rectTransform.anchoredPosition.x ) + offset.x;
float ySideOffset = Mathf.Abs( m_rectTransform.anchoredPosition.y ) + offset.y;
m_audioDbText.alignment = TextAnchor.UpperRight;
switch( newModulePosition )
{
case GraphyManager.ModulePosition.TOP_LEFT:
m_rectTransform.anchorMax = Vector2.up;
m_rectTransform.anchorMin = Vector2.up;
m_rectTransform.anchoredPosition = new Vector2( xSideOffset, -ySideOffset );
break;
case GraphyManager.ModulePosition.TOP_RIGHT:
m_rectTransform.anchorMax = Vector2.one;
m_rectTransform.anchorMin = Vector2.one;
m_rectTransform.anchoredPosition = new Vector2( -xSideOffset, -ySideOffset );
break;
case GraphyManager.ModulePosition.BOTTOM_LEFT:
m_rectTransform.anchorMax = Vector2.zero;
m_rectTransform.anchorMin = Vector2.zero;
m_rectTransform.anchoredPosition = new Vector2( xSideOffset, ySideOffset );
break;
case GraphyManager.ModulePosition.BOTTOM_RIGHT:
m_rectTransform.anchorMax = Vector2.right;
m_rectTransform.anchorMin = Vector2.right;
m_rectTransform.anchoredPosition = new Vector2( -xSideOffset, ySideOffset );
break;
}
}
public void SetState( GraphyManager.ModuleState state, bool silentUpdate = false )
{
if( !silentUpdate )
{
m_previousModuleState = m_currentModuleState;
}
m_currentModuleState = state;
switch( state )
{
case GraphyManager.ModuleState.FULL:
gameObject.SetActive( true );
m_childrenGameObjects.SetAllActive( true );
SetGraphActive( true );
if( m_graphyManager.Background )
{
m_backgroundImages.SetOneActive( 0 );
}
else
{
m_backgroundImages.SetAllActive( false );
}
break;
case GraphyManager.ModuleState.TEXT:
case GraphyManager.ModuleState.BASIC:
gameObject.SetActive( true );
m_childrenGameObjects.SetAllActive( true );
SetGraphActive( false );
if( m_graphyManager.Background )
{
m_backgroundImages.SetOneActive( 1 );
}
else
{
m_backgroundImages.SetAllActive( false );
}
break;
case GraphyManager.ModuleState.BACKGROUND:
gameObject.SetActive( true );
SetGraphActive( false );
m_childrenGameObjects.SetAllActive( false );
m_backgroundImages.SetAllActive( false );
break;
case GraphyManager.ModuleState.OFF:
gameObject.SetActive( false );
break;
}
}
public void RestorePreviousState()
{
SetState( m_previousModuleState );
}
public void UpdateParameters()
{
foreach( var image in m_backgroundImages )
{
image.color = m_graphyManager.BackgroundColor;
}
m_audioGraph.UpdateParameters();
m_audioMonitor.UpdateParameters();
m_audioText.UpdateParameters();
SetState( m_graphyManager.AudioModuleState );
}
public void RefreshParameters()
{
foreach( var image in m_backgroundImages )
{
image.color = m_graphyManager.BackgroundColor;
}
m_audioGraph.UpdateParameters();
m_audioMonitor.UpdateParameters();
m_audioText.UpdateParameters();
SetState( m_currentModuleState, true );
}
#endregion
#region Methods -> Private
private void Init()
{
m_graphyManager = transform.root.GetComponentInChildren<GraphyManager>();
m_rectTransform = GetComponent<RectTransform>();
m_origPosition = m_rectTransform.anchoredPosition;
m_audioGraph = GetComponent<G_AudioGraph>();
m_audioMonitor = GetComponent<G_AudioMonitor>();
m_audioText = GetComponent<G_AudioText>();
foreach( Transform child in transform )
{
if( child.parent == transform )
{
m_childrenGameObjects.Add( child.gameObject );
}
}
}
private void SetGraphActive( bool active )
{
m_audioGraph.enabled = active;
m_audioGraphGameObject.SetActive( active );
}
#endregion
}
}

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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@martinTayx)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 15-Dec-17
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using UnityEngine;
using UnityEngine.SceneManagement;
namespace Tayx.Graphy.Audio
{
/// <summary>
/// Note: this class only works with Unity's AudioListener.
/// If you're using a custom audio engine (like FMOD or WWise) it won't work,
/// although you can always adapt it.
/// </summary>
public class G_AudioMonitor : MonoBehaviour
{
#region Variables -> Private
private const float m_refValue = 1f;
private GraphyManager m_graphyManager = null;
private AudioListener m_audioListener = null;
private GraphyManager.LookForAudioListener m_findAudioListenerInCameraIfNull =
GraphyManager.LookForAudioListener.ON_SCENE_LOAD;
private FFTWindow m_FFTWindow = FFTWindow.Blackman;
private int m_spectrumSize = 512;
#endregion
#region Properties -> Public
/// <summary>
/// Current audio spectrum from the specified AudioListener.
/// </summary>
public float[] Spectrum { get; private set; }
/// <summary>
/// Highest audio spectrum from the specified AudioListener in the last few seconds.
/// </summary>
public float[] SpectrumHighestValues { get; private set; }
/// <summary>
/// Maximum DB registered in the current spectrum.
/// </summary>
public float MaxDB { get; private set; }
/// <summary>
/// Returns true if there is a reference to the audio listener.
/// </summary>
public bool SpectrumDataAvailable => m_audioListener != null;
#endregion
#region Methods -> Unity Callbacks
private void Awake()
{
Init();
}
private void Update()
{
if( m_audioListener != null )
{
// Use this data to calculate the dB value
AudioListener.GetOutputData( Spectrum, 0 );
float sum = 0;
for( int i = 0; i < Spectrum.Length; i++ )
{
sum += Spectrum[ i ] * Spectrum[ i ]; // sum squared samples
}
float rmsValue = Mathf.Sqrt( sum / Spectrum.Length ); // rms = square root of average
MaxDB = 20 * Mathf.Log10( rmsValue / m_refValue ); // calculate dB
if( MaxDB < -80 ) MaxDB = -80; // clamp it to -80dB min
// Use this data to draw the spectrum in the graphs
AudioListener.GetSpectrumData( Spectrum, 0, m_FFTWindow );
for( int i = 0; i < Spectrum.Length; i++ )
{
// Update the highest value if its lower than the current one
if( Spectrum[ i ] > SpectrumHighestValues[ i ] )
{
SpectrumHighestValues[ i ] = Spectrum[ i ];
}
// Slowly lower the value
else
{
SpectrumHighestValues[ i ] = Mathf.Clamp
(
value: SpectrumHighestValues[ i ] - SpectrumHighestValues[ i ] * Time.deltaTime * 2,
min: 0,
max: 1
);
}
}
}
else if( m_audioListener == null
&& m_findAudioListenerInCameraIfNull == GraphyManager.LookForAudioListener.ALWAYS )
{
m_audioListener = FindAudioListener();
}
}
private void OnDestroy()
{
UnityEngine.SceneManagement.SceneManager.sceneLoaded -= OnSceneLoaded;
}
#endregion
#region Methods -> Public
public void UpdateParameters()
{
m_findAudioListenerInCameraIfNull = m_graphyManager.FindAudioListenerInCameraIfNull;
m_audioListener = m_graphyManager.AudioListener;
m_FFTWindow = m_graphyManager.FftWindow;
m_spectrumSize = m_graphyManager.SpectrumSize;
if( m_audioListener == null
&& m_findAudioListenerInCameraIfNull != GraphyManager.LookForAudioListener.NEVER )
{
m_audioListener = FindAudioListener();
}
Spectrum = new float[m_spectrumSize];
SpectrumHighestValues = new float[m_spectrumSize];
}
/// <summary>
/// Converts spectrum values to decibels using logarithms.
/// </summary>
/// <param name="linear"></param>
/// <returns></returns>
public float lin2dB( float linear )
{
return Mathf.Clamp( Mathf.Log10( linear ) * 20.0f, -160.0f, 0.0f );
}
/// <summary>
/// Normalizes a value in decibels between 0-1.
/// </summary>
/// <param name="db"></param>
/// <returns></returns>
public float dBNormalized( float db )
{
return (db + 160f) / 160f;
}
#endregion
#region Methods -> Private
/// <summary>
/// Tries to find an audio listener in the main camera.
/// </summary>
private AudioListener FindAudioListener()
{
Camera mainCamera = Camera.main;
if( mainCamera != null && mainCamera.TryGetComponent( out AudioListener audioListener ) )
{
return audioListener;
}
return null;
}
private void OnSceneLoaded( Scene scene, LoadSceneMode loadSceneMode )
{
if( m_findAudioListenerInCameraIfNull == GraphyManager.LookForAudioListener.ON_SCENE_LOAD )
{
m_audioListener = FindAudioListener();
}
}
private void Init()
{
m_graphyManager = transform.root.GetComponentInChildren<GraphyManager>();
UpdateParameters();
UnityEngine.SceneManagement.SceneManager.sceneLoaded += OnSceneLoaded;
}
#endregion
}
}

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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@martinTayx)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 15-Dec-17
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using UnityEngine;
using UnityEngine.UI;
using Tayx.Graphy.Utils.NumString;
namespace Tayx.Graphy.Audio
{
public class G_AudioText : MonoBehaviour
{
#region Variables -> Serialized Private
[SerializeField] private Text m_DBText = null;
#endregion
#region Variables -> Private
private GraphyManager m_graphyManager = null;
private G_AudioMonitor m_audioMonitor = null;
private int m_updateRate = 4;
private float m_deltaTimeOffset = 0;
#endregion
#region Methods -> Unity Callbacks
private void Awake()
{
Init();
}
private void Update()
{
if( m_audioMonitor.SpectrumDataAvailable )
{
if( m_deltaTimeOffset > 1f / m_updateRate )
{
m_deltaTimeOffset = 0f;
m_DBText.text = Mathf.Clamp( (int) m_audioMonitor.MaxDB, -80, 0 ).ToStringNonAlloc();
}
else
{
m_deltaTimeOffset += Time.deltaTime;
}
}
}
#endregion
#region Methods -> Public
public void UpdateParameters()
{
m_updateRate = m_graphyManager.AudioTextUpdateRate;
}
#endregion
#region Methods -> Private
private void Init()
{
G_IntString.Init( -80, 0 ); // dB range
m_graphyManager = transform.root.GetComponentInChildren<GraphyManager>();
m_audioMonitor = GetComponent<G_AudioMonitor>();
UpdateParameters();
}
#endregion
}
}

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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@martinTayx)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 15-Dec-17
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using Tayx.Graphy.Graph;
using UnityEngine;
using UnityEngine.UI;
namespace Tayx.Graphy.Fps
{
public class G_FpsGraph : G_Graph
{
#region Variables -> Serialized Private
[SerializeField] private Image m_imageGraph = null;
[SerializeField] private Shader ShaderFull = null;
[SerializeField] private Shader ShaderLight = null;
// This keeps track of whether Init() has run or not
[SerializeField] private bool m_isInitialized = false;
#endregion
#region Variables -> Private
private GraphyManager m_graphyManager = null;
private G_FpsMonitor m_fpsMonitor = null;
private int m_resolution = 150;
private G_GraphShader m_shaderGraph = null;
private int[] m_fpsArray;
private int m_highestFps;
#endregion
#region Methods -> Unity Callbacks
private void Update()
{
UpdateGraph();
}
#endregion
#region Methods -> Public
public void UpdateParameters()
{
if( m_shaderGraph == null )
{
// While Graphy is disabled (e.g. by default via Ctrl+H) and while in Editor after a Hot-Swap,
// the OnApplicationFocus calls this while m_shaderGraph == null, throwing a NullReferenceException
return;
}
switch( m_graphyManager.GraphyMode )
{
case GraphyManager.Mode.FULL:
m_shaderGraph.ArrayMaxSize = G_GraphShader.ArrayMaxSizeFull;
m_shaderGraph.Image.material = new Material( ShaderFull );
break;
case GraphyManager.Mode.LIGHT:
m_shaderGraph.ArrayMaxSize = G_GraphShader.ArrayMaxSizeLight;
m_shaderGraph.Image.material = new Material( ShaderLight );
break;
}
m_shaderGraph.InitializeShader();
m_resolution = m_graphyManager.FpsGraphResolution;
CreatePoints();
}
#endregion
#region Methods -> Protected Override
protected override void UpdateGraph()
{
// Since we no longer initialize by default OnEnable(),
// we need to check here, and Init() if needed
if( !m_isInitialized )
{
Init();
}
short fps = (short) (1 / Time.unscaledDeltaTime);
int currentMaxFps = 0;
for( int i = 0; i <= m_resolution - 1; i++ )
{
if( i >= m_resolution - 1 )
{
m_fpsArray[ i ] = fps;
}
else
{
m_fpsArray[ i ] = m_fpsArray[ i + 1 ];
}
// Store the highest fps to use as the highest point in the graph
if( currentMaxFps < m_fpsArray[ i ] )
{
currentMaxFps = m_fpsArray[ i ];
}
}
m_highestFps = m_highestFps < 1 || m_highestFps <= currentMaxFps ? currentMaxFps : m_highestFps - 1;
m_highestFps = m_highestFps > 0 ? m_highestFps : 1;
if( m_shaderGraph.ShaderArrayValues == null )
{
m_fpsArray = new int[m_resolution];
m_shaderGraph.ShaderArrayValues = new float[m_resolution];
}
for( int i = 0; i <= m_resolution - 1; i++ )
{
m_shaderGraph.ShaderArrayValues[ i ] = m_fpsArray[ i ] / (float) m_highestFps;
}
// Update the material values
m_shaderGraph.UpdatePoints();
m_shaderGraph.Average = m_fpsMonitor.AverageFPS / m_highestFps;
m_shaderGraph.UpdateAverage();
m_shaderGraph.GoodThreshold = (float) m_graphyManager.GoodFPSThreshold / m_highestFps;
m_shaderGraph.CautionThreshold = (float) m_graphyManager.CautionFPSThreshold / m_highestFps;
m_shaderGraph.UpdateThresholds();
}
protected override void CreatePoints()
{
if( m_shaderGraph.ShaderArrayValues == null || m_fpsArray.Length != m_resolution )
{
m_fpsArray = new int[m_resolution];
m_shaderGraph.ShaderArrayValues = new float[m_resolution];
}
for( int i = 0; i < m_resolution; i++ )
{
m_shaderGraph.ShaderArrayValues[ i ] = 0;
}
m_shaderGraph.GoodColor = m_graphyManager.GoodFPSColor;
m_shaderGraph.CautionColor = m_graphyManager.CautionFPSColor;
m_shaderGraph.CriticalColor = m_graphyManager.CriticalFPSColor;
m_shaderGraph.UpdateColors();
m_shaderGraph.UpdateArrayValuesLength();
}
#endregion
#region Methods -> Private
private void Init()
{
m_graphyManager = transform.root.GetComponentInChildren<GraphyManager>();
m_fpsMonitor = GetComponent<G_FpsMonitor>();
m_shaderGraph = new G_GraphShader
{
Image = m_imageGraph
};
UpdateParameters();
m_isInitialized = true;
}
#endregion
}
}

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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@martinTayx)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 03-Jan-18
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using UnityEngine;
using UnityEngine.UI;
using System.Collections.Generic;
using Tayx.Graphy.UI;
using Tayx.Graphy.Utils;
namespace Tayx.Graphy.Fps
{
public class G_FpsManager : MonoBehaviour, IMovable, IModifiableState
{
#region Variables -> Serialized Private
[SerializeField] private GameObject m_fpsGraphGameObject = null;
[SerializeField] private List<GameObject> m_nonBasicTextGameObjects = new List<GameObject>();
[SerializeField] private List<Image> m_backgroundImages = new List<Image>();
#endregion
#region Variables -> Private
private GraphyManager m_graphyManager = null;
private G_FpsGraph m_fpsGraph = null;
private G_FpsMonitor m_fpsMonitor = null;
private G_FpsText m_fpsText = null;
private RectTransform m_rectTransform = null;
private Vector2 m_origPosition = Vector2.zero;
private List<GameObject> m_childrenGameObjects = new List<GameObject>();
private GraphyManager.ModuleState m_previousModuleState = GraphyManager.ModuleState.FULL;
private GraphyManager.ModuleState m_currentModuleState = GraphyManager.ModuleState.FULL;
#endregion
#region Methods -> Unity Callbacks
private void Awake()
{
Init();
}
private void Start()
{
UpdateParameters();
}
#endregion
#region Methods -> Public
public void SetPosition( GraphyManager.ModulePosition newModulePosition, Vector2 offset )
{
if ( newModulePosition == GraphyManager.ModulePosition.FREE )
return;
m_rectTransform.anchoredPosition = m_origPosition;
float xSideOffset = Mathf.Abs( m_rectTransform.anchoredPosition.x ) + offset.x;
float ySideOffset = Mathf.Abs( m_rectTransform.anchoredPosition.y ) + offset.y;
switch( newModulePosition )
{
case GraphyManager.ModulePosition.TOP_LEFT:
m_rectTransform.anchorMax = Vector2.up;
m_rectTransform.anchorMin = Vector2.up;
m_rectTransform.anchoredPosition = new Vector2( xSideOffset, -ySideOffset );
break;
case GraphyManager.ModulePosition.TOP_RIGHT:
m_rectTransform.anchorMax = Vector2.one;
m_rectTransform.anchorMin = Vector2.one;
m_rectTransform.anchoredPosition = new Vector2( -xSideOffset, -ySideOffset );
break;
case GraphyManager.ModulePosition.BOTTOM_LEFT:
m_rectTransform.anchorMax = Vector2.zero;
m_rectTransform.anchorMin = Vector2.zero;
m_rectTransform.anchoredPosition = new Vector2( xSideOffset, ySideOffset );
break;
case GraphyManager.ModulePosition.BOTTOM_RIGHT:
m_rectTransform.anchorMax = Vector2.right;
m_rectTransform.anchorMin = Vector2.right;
m_rectTransform.anchoredPosition = new Vector2( -xSideOffset, ySideOffset );
break;
case GraphyManager.ModulePosition.FREE:
break;
}
}
public void SetState( GraphyManager.ModuleState state, bool silentUpdate = false )
{
if( !silentUpdate )
{
m_previousModuleState = m_currentModuleState;
}
m_currentModuleState = state;
switch( state )
{
case GraphyManager.ModuleState.FULL:
gameObject.SetActive( true );
m_childrenGameObjects.SetAllActive( true );
SetGraphActive( true );
if( m_graphyManager.Background )
{
m_backgroundImages.SetOneActive( 0 );
}
else
{
m_backgroundImages.SetAllActive( false );
}
break;
case GraphyManager.ModuleState.TEXT:
gameObject.SetActive( true );
m_childrenGameObjects.SetAllActive( true );
SetGraphActive( false );
if( m_graphyManager.Background )
{
m_backgroundImages.SetOneActive( 1 );
}
else
{
m_backgroundImages.SetAllActive( false );
}
break;
case GraphyManager.ModuleState.BASIC:
gameObject.SetActive( true );
m_childrenGameObjects.SetAllActive( true );
m_nonBasicTextGameObjects.SetAllActive( false );
SetGraphActive( false );
if( m_graphyManager.Background )
{
m_backgroundImages.SetOneActive( 2 );
}
else
{
m_backgroundImages.SetAllActive( false );
}
break;
case GraphyManager.ModuleState.BACKGROUND:
gameObject.SetActive( true );
m_childrenGameObjects.SetAllActive( false );
SetGraphActive( false );
m_backgroundImages.SetAllActive( false );
break;
case GraphyManager.ModuleState.OFF:
gameObject.SetActive( false );
break;
}
}
public void RestorePreviousState()
{
SetState( m_previousModuleState );
}
public void UpdateParameters()
{
foreach( var image in m_backgroundImages )
{
image.color = m_graphyManager.BackgroundColor;
}
m_fpsGraph.UpdateParameters();
m_fpsMonitor.UpdateParameters();
m_fpsText.UpdateParameters();
SetState( m_graphyManager.FpsModuleState );
}
public void RefreshParameters()
{
foreach( var image in m_backgroundImages )
{
image.color = m_graphyManager.BackgroundColor;
}
m_fpsGraph.UpdateParameters();
m_fpsMonitor.UpdateParameters();
m_fpsText.UpdateParameters();
SetState( m_currentModuleState, true );
}
#endregion
#region Methods -> Private
private void Init()
{
m_graphyManager = transform.root.GetComponentInChildren<GraphyManager>();
m_rectTransform = GetComponent<RectTransform>();
m_origPosition = m_rectTransform.anchoredPosition;
m_fpsGraph = GetComponent<G_FpsGraph>();
m_fpsMonitor = GetComponent<G_FpsMonitor>();
m_fpsText = GetComponent<G_FpsText>();
foreach( Transform child in transform )
{
if( child.parent == transform )
{
m_childrenGameObjects.Add( child.gameObject );
}
}
}
private void SetGraphActive( bool active )
{
m_fpsGraph.enabled = active;
m_fpsGraphGameObject.SetActive( active );
}
#endregion
}
}

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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@martinTayx)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 15-Dec-17
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using System;
using UnityEngine;
namespace Tayx.Graphy.Fps
{
public class G_FpsMonitor : MonoBehaviour
{
#region Variables -> Private
private short[] m_fpsSamples;
private short[] m_fpsSamplesSorted;
private short m_fpsSamplesCapacity = 1024;
private short m_onePercentSamples = 10;
private short m_zero1PercentSamples = 1;
private short m_fpsSamplesCount = 0;
private short m_indexSample = 0;
private float m_unscaledDeltaTime = 0f;
#endregion
#region Properties -> Public
public short CurrentFPS { get; private set; } = 0;
public short AverageFPS { get; private set; } = 0;
public short OnePercentFPS { get; private set; } = 0;
public short Zero1PercentFps { get; private set; } = 0;
#endregion
#region Methods -> Unity Callbacks
private void Awake()
{
Init();
}
private void Update()
{
m_unscaledDeltaTime = Time.unscaledDeltaTime;
// Update fps and ms
CurrentFPS = (short) (Mathf.RoundToInt( 1f / m_unscaledDeltaTime ));
// Update avg fps
uint averageAddedFps = 0;
m_indexSample++;
if( m_indexSample >= m_fpsSamplesCapacity ) m_indexSample = 0;
m_fpsSamples[ m_indexSample ] = CurrentFPS;
if( m_fpsSamplesCount < m_fpsSamplesCapacity )
{
m_fpsSamplesCount++;
}
for( int i = 0; i < m_fpsSamplesCount; i++ )
{
averageAddedFps += (uint) m_fpsSamples[ i ];
}
AverageFPS = (short) ((float) averageAddedFps / (float) m_fpsSamplesCount);
// Update percent lows
m_fpsSamples.CopyTo( m_fpsSamplesSorted, 0 );
Array.Sort( m_fpsSamplesSorted,
( x, y ) => x.CompareTo( y ) ); // The lambda expression avoids garbage generation
bool zero1PercentCalculated = false;
uint totalAddedFps = 0;
short samplesToIterateThroughForOnePercent = m_fpsSamplesCount < m_onePercentSamples
? m_fpsSamplesCount
: m_onePercentSamples;
short samplesToIterateThroughForZero1Percent = m_fpsSamplesCount < m_zero1PercentSamples
? m_fpsSamplesCount
: m_zero1PercentSamples;
short sampleToStartIn = (short) (m_fpsSamplesCapacity - m_fpsSamplesCount);
for( short i = sampleToStartIn; i < sampleToStartIn + samplesToIterateThroughForOnePercent; i++ )
{
totalAddedFps += (ushort) m_fpsSamplesSorted[ i ];
if( !zero1PercentCalculated && i >= samplesToIterateThroughForZero1Percent - 1 )
{
zero1PercentCalculated = true;
Zero1PercentFps = (short) ((float) totalAddedFps / (float) m_zero1PercentSamples);
}
}
OnePercentFPS = (short) ((float) totalAddedFps / (float) m_onePercentSamples);
}
#endregion
#region Methods -> Public
public void UpdateParameters()
{
m_onePercentSamples = (short) (m_fpsSamplesCapacity / 100);
m_zero1PercentSamples = (short) (m_fpsSamplesCapacity / 1000);
}
#endregion
#region Methods -> Private
private void Init()
{
m_fpsSamples = new short[m_fpsSamplesCapacity];
m_fpsSamplesSorted = new short[m_fpsSamplesCapacity];
UpdateParameters();
}
#endregion
}
}

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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@martinTayx)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 22-Nov-17
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using UnityEngine;
using UnityEngine.UI;
using Tayx.Graphy.Utils.NumString;
namespace Tayx.Graphy.Fps
{
public class G_FpsText : MonoBehaviour
{
#region Variables -> Serialized Private
[SerializeField] private Text m_fpsText = null;
[SerializeField] private Text m_msText = null;
[SerializeField] private Text m_avgFpsText = null;
[SerializeField] private Text m_onePercentFpsText = null;
[SerializeField] private Text m_zero1PercentFpsText = null;
#endregion
#region Variables -> Private
private GraphyManager m_graphyManager = null;
private G_FpsMonitor m_fpsMonitor = null;
private int m_updateRate = 4; // 4 updates per sec.
private int m_frameCount = 0;
private float m_deltaTime = 0f;
private float m_fps = 0f;
private float m_ms = 0f;
private const string m_msStringFormat = "0.0";
#endregion
#region Methods -> Unity Callbacks
private void Awake()
{
Init();
}
private void Update()
{
m_deltaTime += Time.unscaledDeltaTime;
m_frameCount++;
// Only update texts 'm_updateRate' times per second
if( m_deltaTime > 1f / m_updateRate )
{
m_fps = m_frameCount / m_deltaTime;
m_ms = m_deltaTime / m_frameCount * 1000f;
// Update fps
m_fpsText.text = Mathf.RoundToInt( m_fps ).ToStringNonAlloc();
SetFpsRelatedTextColor( m_fpsText, m_fps );
// Update ms
m_msText.text = m_ms.ToStringNonAlloc( m_msStringFormat );
SetFpsRelatedTextColor( m_msText, m_fps );
// Update 1% fps
m_onePercentFpsText.text = ((int) (m_fpsMonitor.OnePercentFPS)).ToStringNonAlloc();
SetFpsRelatedTextColor( m_onePercentFpsText, m_fpsMonitor.OnePercentFPS );
// Update 0.1% fps
m_zero1PercentFpsText.text = ((int) (m_fpsMonitor.Zero1PercentFps)).ToStringNonAlloc();
SetFpsRelatedTextColor( m_zero1PercentFpsText, m_fpsMonitor.Zero1PercentFps );
// Update avg fps
m_avgFpsText.text = ((int) (m_fpsMonitor.AverageFPS)).ToStringNonAlloc();
SetFpsRelatedTextColor( m_avgFpsText, m_fpsMonitor.AverageFPS );
// Reset variables
m_deltaTime = 0f;
m_frameCount = 0;
}
}
#endregion
#region Methods -> Public
public void UpdateParameters()
{
m_updateRate = m_graphyManager.FpsTextUpdateRate;
}
#endregion
#region Methods -> Private
/// <summary>
/// Assigns color to a text according to their fps numeric value and
/// the colors specified in the 3 categories (Good, Caution, Critical).
/// </summary>
///
/// <param name="text">
/// UI Text component to change its color
/// </param>
///
/// <param name="fps">
/// Numeric fps value
/// </param>
private void SetFpsRelatedTextColor( Text text, float fps )
{
int roundedFps = Mathf.RoundToInt( fps );
if( roundedFps >= m_graphyManager.GoodFPSThreshold )
{
text.color = m_graphyManager.GoodFPSColor;
}
else if( roundedFps >= m_graphyManager.CautionFPSThreshold )
{
text.color = m_graphyManager.CautionFPSColor;
}
else
{
text.color = m_graphyManager.CriticalFPSColor;
}
}
private void Init()
{
G_IntString.Init( 0, 2000 ); // Max fps expected
G_FloatString.Init( 0, 100 ); // Max ms expected per frame
m_graphyManager = transform.root.GetComponentInChildren<GraphyManager>();
m_fpsMonitor = GetComponent<G_FpsMonitor>();
UpdateParameters();
}
#endregion
}
}

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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@martinTayx)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 23-Jan-18
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using UnityEngine;
namespace Tayx.Graphy.Graph
{
public abstract class G_Graph : MonoBehaviour
{
#region Methods -> Protected
/// <summary>
/// Updates the graph/s.
/// </summary>
protected abstract void UpdateGraph();
/// <summary>
/// Creates the points for the graph/s.
/// </summary>
protected abstract void CreatePoints();
#endregion
}
}

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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@martinTayx)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 23-Dec-17
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using System;
using UnityEngine;
using UnityEngine.Events;
using Debug = UnityEngine.Debug;
using System.Collections.Generic;
using System.Linq;
using Tayx.Graphy.Audio;
using Tayx.Graphy.Fps;
using Tayx.Graphy.Ram;
using Tayx.Graphy.Utils;
namespace Tayx.Graphy
{
/// <summary>
/// Main class to access the Graphy Debugger API.
/// </summary>
public class GraphyDebugger : G_Singleton<GraphyDebugger>
{
protected GraphyDebugger()
{
}
#region Enums -> Public
public enum DebugVariable
{
Fps,
Fps_Min,
Fps_Max,
Fps_Avg,
Ram_Allocated,
Ram_Reserved,
Ram_Mono,
Audio_DB
}
public enum DebugComparer
{
Less_than,
Equals_or_less_than,
Equals,
Equals_or_greater_than,
Greater_than
}
public enum ConditionEvaluation
{
All_conditions_must_be_met,
Only_one_condition_has_to_be_met,
}
public enum MessageType
{
Log,
Warning,
Error
}
#endregion
#region Structs -> Public
[System.Serializable]
public struct DebugCondition
{
[Tooltip( "Variable to compare against" )]
public DebugVariable Variable;
[Tooltip( "Comparer operator to use" )]
public DebugComparer Comparer;
[Tooltip( "Value to compare against the chosen variable" )]
public float Value;
}
#endregion
#region Helper Classes
[System.Serializable]
public class DebugPacket
{
[Tooltip( "If false, it won't be checked" )]
public bool Active = true;
[Tooltip( "Optional Id. It's used to get or remove DebugPackets in runtime" )]
public int Id;
[Tooltip( "If true, once the actions are executed, this DebugPacket will delete itself" )]
public bool ExecuteOnce = true;
[Tooltip( "Time to wait before checking if conditions are met (use this to avoid low fps drops triggering the conditions when loading the game)" )]
public float InitSleepTime = 2;
[Tooltip( "Time to wait before checking if conditions are met again (once they have already been met and if ExecuteOnce is false)" )]
public float ExecuteSleepTime = 2;
public ConditionEvaluation ConditionEvaluation = ConditionEvaluation.All_conditions_must_be_met;
[Tooltip( "List of conditions that will be checked each frame" )]
public List<DebugCondition> DebugConditions = new List<DebugCondition>();
// Actions on conditions met
public MessageType MessageType;
[Multiline] public string Message = string.Empty;
public bool TakeScreenshot = false;
public string ScreenshotFileName = "Graphy_Screenshot";
[Tooltip( "If true, it pauses the editor" )]
public bool DebugBreak = false;
public UnityEvent UnityEvents;
public List<System.Action> Callbacks = new List<System.Action>();
private bool canBeChecked = false;
private bool executed = false;
private float timePassed = 0;
public bool Check => canBeChecked;
public void Update()
{
if( !canBeChecked )
{
timePassed += Time.deltaTime;
if( (executed && timePassed >= ExecuteSleepTime)
|| (!executed && timePassed >= InitSleepTime) )
{
canBeChecked = true;
timePassed = 0;
}
}
}
public void Executed()
{
canBeChecked = false;
executed = true;
}
}
#endregion
#region Variables -> Serialized Private
[SerializeField] private List<DebugPacket> m_debugPackets = new List<DebugPacket>();
#endregion
#region Variables -> Private
private G_FpsMonitor m_fpsMonitor = null;
private G_RamMonitor m_ramMonitor = null;
private G_AudioMonitor m_audioMonitor = null;
#endregion
#region Methods -> Unity Callbacks
private void Start()
{
m_fpsMonitor = GetComponentInChildren<G_FpsMonitor>();
m_ramMonitor = GetComponentInChildren<G_RamMonitor>();
m_audioMonitor = GetComponentInChildren<G_AudioMonitor>();
}
private void Update()
{
CheckDebugPackets();
}
#endregion
#region Methods -> Public
/// <summary>
/// Add a new DebugPacket.
/// </summary>
public void AddNewDebugPacket( DebugPacket newDebugPacket )
{
m_debugPackets?.Add( newDebugPacket );
}
/// <summary>
/// Add a new DebugPacket.
/// </summary>
public void AddNewDebugPacket
(
int newId,
DebugCondition newDebugCondition,
MessageType newMessageType,
string newMessage,
bool newDebugBreak,
System.Action newCallback
)
{
DebugPacket newDebugPacket = new DebugPacket();
newDebugPacket.Id = newId;
newDebugPacket.DebugConditions.Add( newDebugCondition );
newDebugPacket.MessageType = newMessageType;
newDebugPacket.Message = newMessage;
newDebugPacket.DebugBreak = newDebugBreak;
newDebugPacket.Callbacks.Add( newCallback );
AddNewDebugPacket( newDebugPacket );
}
/// <summary>
/// Add a new DebugPacket.
/// </summary>
public void AddNewDebugPacket
(
int newId,
List<DebugCondition> newDebugConditions,
MessageType newMessageType,
string newMessage,
bool newDebugBreak,
System.Action newCallback
)
{
DebugPacket newDebugPacket = new DebugPacket();
newDebugPacket.Id = newId;
newDebugPacket.DebugConditions = newDebugConditions;
newDebugPacket.MessageType = newMessageType;
newDebugPacket.Message = newMessage;
newDebugPacket.DebugBreak = newDebugBreak;
newDebugPacket.Callbacks.Add( newCallback );
AddNewDebugPacket( newDebugPacket );
}
/// <summary>
/// Add a new DebugPacket.
/// </summary>
public void AddNewDebugPacket
(
int newId,
DebugCondition newDebugCondition,
MessageType newMessageType,
string newMessage,
bool newDebugBreak,
List<System.Action> newCallbacks
)
{
DebugPacket newDebugPacket = new DebugPacket();
newDebugPacket.Id = newId;
newDebugPacket.DebugConditions.Add( newDebugCondition );
newDebugPacket.MessageType = newMessageType;
newDebugPacket.Message = newMessage;
newDebugPacket.DebugBreak = newDebugBreak;
newDebugPacket.Callbacks = newCallbacks;
AddNewDebugPacket( newDebugPacket );
}
/// <summary>
/// Add a new DebugPacket.
/// </summary>
public void AddNewDebugPacket
(
int newId,
List<DebugCondition> newDebugConditions,
MessageType newMessageType,
string newMessage,
bool newDebugBreak,
List<System.Action> newCallbacks
)
{
DebugPacket newDebugPacket = new DebugPacket();
newDebugPacket.Id = newId;
newDebugPacket.DebugConditions = newDebugConditions;
newDebugPacket.MessageType = newMessageType;
newDebugPacket.Message = newMessage;
newDebugPacket.DebugBreak = newDebugBreak;
newDebugPacket.Callbacks = newCallbacks;
AddNewDebugPacket( newDebugPacket );
}
/// <summary>
/// Returns the first Packet with the specified ID in the DebugPacket list.
/// </summary>
/// <param name="packetId"></param>
/// <returns></returns>
public DebugPacket GetFirstDebugPacketWithId( int packetId )
{
return m_debugPackets.First( x => x.Id == packetId );
}
/// <summary>
/// Returns a list with all the Packets with the specified ID in the DebugPacket list.
/// </summary>
/// <param name="packetId"></param>
/// <returns></returns>
public List<DebugPacket> GetAllDebugPacketsWithId( int packetId )
{
return m_debugPackets.FindAll( x => x.Id == packetId );
}
/// <summary>
/// Removes the first Packet with the specified ID in the DebugPacket list.
/// </summary>
/// <param name="packetId"></param>
/// <returns></returns>
public void RemoveFirstDebugPacketWithId( int packetId )
{
if( m_debugPackets != null && GetFirstDebugPacketWithId( packetId ) != null )
{
m_debugPackets.Remove( GetFirstDebugPacketWithId( packetId ) );
}
}
/// <summary>
/// Removes all the Packets with the specified ID in the DebugPacket list.
/// </summary>
/// <param name="packetId"></param>
/// <returns></returns>
public void RemoveAllDebugPacketsWithId( int packetId )
{
if( m_debugPackets != null )
{
m_debugPackets.RemoveAll( x => x.Id == packetId );
}
}
/// <summary>
/// Add an Action callback to the first Packet with the specified ID in the DebugPacket list.
/// </summary>
/// <param name="callback"></param>
/// <param name="id"></param>
public void AddCallbackToFirstDebugPacketWithId( System.Action callback, int id )
{
if( GetFirstDebugPacketWithId( id ) != null )
{
GetFirstDebugPacketWithId( id ).Callbacks.Add( callback );
}
}
/// <summary>
/// Add an Action callback to all the Packets with the specified ID in the DebugPacket list.
/// </summary>
/// <param name="callback"></param>
/// <param name="id"></param>
public void AddCallbackToAllDebugPacketWithId( System.Action callback, int id )
{
if( GetAllDebugPacketsWithId( id ) != null )
{
foreach( var debugPacket in GetAllDebugPacketsWithId( id ) )
{
if( callback != null )
{
debugPacket.Callbacks.Add( callback );
}
}
}
}
#endregion
#region Methods -> Private
/// <summary>
/// Checks all the Debug Packets to see if they have to be executed.
/// </summary>
private void CheckDebugPackets()
{
if( m_debugPackets == null )
{
return;
}
for( int i = 0; i < m_debugPackets.Count; i++ )
{
DebugPacket packet = m_debugPackets[ i ];
if( packet != null && packet.Active )
{
packet.Update();
if( packet.Check )
{
switch( packet.ConditionEvaluation )
{
case ConditionEvaluation.All_conditions_must_be_met:
int count = 0;
foreach( var packetDebugCondition in packet.DebugConditions )
{
if( CheckIfConditionIsMet( packetDebugCondition ) )
{
count++;
}
}
if( count >= packet.DebugConditions.Count )
{
ExecuteOperationsInDebugPacket( packet );
if( packet.ExecuteOnce )
{
m_debugPackets[ i ] = null;
}
}
break;
case ConditionEvaluation.Only_one_condition_has_to_be_met:
foreach( var packetDebugCondition in packet.DebugConditions )
{
if( CheckIfConditionIsMet( packetDebugCondition ) )
{
ExecuteOperationsInDebugPacket( packet );
if( packet.ExecuteOnce )
{
m_debugPackets[ i ] = null;
}
break;
}
}
break;
}
}
}
}
m_debugPackets.RemoveAll( ( packet ) => packet == null );
}
/// <summary>
/// Returns true if a condition is met.
/// </summary>
/// <param name="debugCondition"></param>
/// <returns></returns>
private bool CheckIfConditionIsMet( DebugCondition debugCondition )
{
switch( debugCondition.Comparer )
{
case DebugComparer.Less_than:
return GetRequestedValueFromDebugVariable( debugCondition.Variable ) < debugCondition.Value;
case DebugComparer.Equals_or_less_than:
return GetRequestedValueFromDebugVariable( debugCondition.Variable ) <= debugCondition.Value;
case DebugComparer.Equals:
return Mathf.Approximately( GetRequestedValueFromDebugVariable( debugCondition.Variable ),
debugCondition.Value );
case DebugComparer.Equals_or_greater_than:
return GetRequestedValueFromDebugVariable( debugCondition.Variable ) >= debugCondition.Value;
case DebugComparer.Greater_than:
return GetRequestedValueFromDebugVariable( debugCondition.Variable ) > debugCondition.Value;
default:
return false;
}
}
/// <summary>
/// Obtains the requested value from the specified variable.
/// </summary>
/// <param name="debugVariable"></param>
/// <returns></returns>
private float GetRequestedValueFromDebugVariable( DebugVariable debugVariable )
{
switch( debugVariable )
{
case DebugVariable.Fps:
return m_fpsMonitor != null ? m_fpsMonitor.CurrentFPS : 0;
case DebugVariable.Fps_Min:
return m_fpsMonitor != null ? m_fpsMonitor.OnePercentFPS : 0;
case DebugVariable.Fps_Max:
return m_fpsMonitor != null ? m_fpsMonitor.Zero1PercentFps : 0;
case DebugVariable.Fps_Avg:
return m_fpsMonitor != null ? m_fpsMonitor.AverageFPS : 0;
case DebugVariable.Ram_Allocated:
return m_ramMonitor != null ? m_ramMonitor.AllocatedRam : 0;
case DebugVariable.Ram_Reserved:
return m_ramMonitor != null ? m_ramMonitor.AllocatedRam : 0;
case DebugVariable.Ram_Mono:
return m_ramMonitor != null ? m_ramMonitor.AllocatedRam : 0;
case DebugVariable.Audio_DB:
return m_audioMonitor != null ? m_audioMonitor.MaxDB : 0;
default:
return 0;
}
}
/// <summary>
/// Executes the operations in the DebugPacket specified.
/// </summary>
/// <param name="debugPacket"></param>
private void ExecuteOperationsInDebugPacket( DebugPacket debugPacket )
{
if( debugPacket != null )
{
if( debugPacket.DebugBreak )
{
Debug.Break();
}
if( debugPacket.Message != "" )
{
string message = "[Graphy] (" + System.DateTime.Now + "): " + debugPacket.Message;
switch( debugPacket.MessageType )
{
case MessageType.Log:
Debug.Log( message );
break;
case MessageType.Warning:
Debug.LogWarning( message );
break;
case MessageType.Error:
Debug.LogError( message );
break;
}
}
if( debugPacket.TakeScreenshot )
{
string path = debugPacket.ScreenshotFileName + "_" + System.DateTime.Now + ".png";
path = path.Replace( "/", "-" ).Replace( " ", "_" ).Replace( ":", "-" );
ScreenCapture.CaptureScreenshot( path );
}
debugPacket.UnityEvents?.Invoke();
foreach( Action callback in debugPacket.Callbacks )
{
callback?.Invoke();
}
debugPacket.Executed();
}
}
#endregion
}
}

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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@martinTayx)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 15-Dec-17
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using Tayx.Graphy.Graph;
using UnityEngine;
using UnityEngine.UI;
namespace Tayx.Graphy.Ram
{
public class G_RamGraph : G_Graph
{
#region Variables -> Serialized Private
[SerializeField] private Image m_imageAllocated = null;
[SerializeField] private Image m_imageReserved = null;
[SerializeField] private Image m_imageMono = null;
[SerializeField] private Shader ShaderFull = null;
[SerializeField] private Shader ShaderLight = null;
[SerializeField] private bool m_isInitialized = false;
#endregion
#region Variables -> Private
private GraphyManager m_graphyManager = null;
private G_RamMonitor m_ramMonitor = null;
private int m_resolution = 150;
private G_GraphShader m_shaderGraphAllocated = null;
private G_GraphShader m_shaderGraphReserved = null;
private G_GraphShader m_shaderGraphMono = null;
private float[] m_allocatedArray;
private float[] m_reservedArray;
private float[] m_monoArray;
private float m_highestMemory = 0;
#endregion
#region Methods -> Unity Callbacks
private void Update()
{
UpdateGraph();
}
#endregion
#region Methods -> Public
public void UpdateParameters()
{
if( m_shaderGraphAllocated == null
|| m_shaderGraphReserved == null
|| m_shaderGraphMono == null )
{
/*
* Note: this is fine, since we don't much care what granularity we use if the graph
* has not been initialized, i.e. it's disabled. There is no chance that for some reason
* parameters will not stay up to date if at some point in the future the graph is enabled:
* at the end of Init(), UpdateParameters() is called again.
*/
return;
}
switch( m_graphyManager.GraphyMode )
{
case GraphyManager.Mode.FULL:
m_shaderGraphAllocated.ArrayMaxSize = G_GraphShader.ArrayMaxSizeFull;
m_shaderGraphReserved.ArrayMaxSize = G_GraphShader.ArrayMaxSizeFull;
m_shaderGraphMono.ArrayMaxSize = G_GraphShader.ArrayMaxSizeFull;
m_shaderGraphAllocated.Image.material = new Material( ShaderFull );
m_shaderGraphReserved.Image.material = new Material( ShaderFull );
m_shaderGraphMono.Image.material = new Material( ShaderFull );
break;
case GraphyManager.Mode.LIGHT:
m_shaderGraphAllocated.ArrayMaxSize = G_GraphShader.ArrayMaxSizeLight;
m_shaderGraphReserved.ArrayMaxSize = G_GraphShader.ArrayMaxSizeLight;
m_shaderGraphMono.ArrayMaxSize = G_GraphShader.ArrayMaxSizeLight;
m_shaderGraphAllocated.Image.material = new Material( ShaderLight );
m_shaderGraphReserved.Image.material = new Material( ShaderLight );
m_shaderGraphMono.Image.material = new Material( ShaderLight );
break;
}
m_shaderGraphAllocated.InitializeShader();
m_shaderGraphReserved.InitializeShader();
m_shaderGraphMono.InitializeShader();
m_resolution = m_graphyManager.RamGraphResolution;
CreatePoints();
}
#endregion
#region Methods -> Protected Override
protected override void UpdateGraph()
{
// Since we no longer initialize by default OnEnable(),
// we need to check here, and Init() if needed
if( !m_isInitialized )
{
Init();
}
float allocatedMemory = m_ramMonitor.AllocatedRam;
float reservedMemory = m_ramMonitor.ReservedRam;
float monoMemory = m_ramMonitor.MonoRam;
m_highestMemory = 0;
for( int i = 0; i <= m_resolution - 1; i++ )
{
if( i >= m_resolution - 1 )
{
m_allocatedArray[ i ] = allocatedMemory;
m_reservedArray[ i ] = reservedMemory;
m_monoArray[ i ] = monoMemory;
}
else
{
m_allocatedArray[ i ] = m_allocatedArray[ i + 1 ];
m_reservedArray[ i ] = m_reservedArray[ i + 1 ];
m_monoArray[ i ] = m_monoArray[ i + 1 ];
}
if( m_highestMemory < m_reservedArray[ i ] )
{
m_highestMemory = m_reservedArray[ i ];
}
}
for( int i = 0; i <= m_resolution - 1; i++ )
{
m_shaderGraphAllocated.ShaderArrayValues[ i ] = m_allocatedArray[ i ] / m_highestMemory;
m_shaderGraphReserved.ShaderArrayValues[ i ] = m_reservedArray[ i ] / m_highestMemory;
m_shaderGraphMono.ShaderArrayValues[ i ] = m_monoArray[ i ] / m_highestMemory;
}
m_shaderGraphAllocated.UpdatePoints();
m_shaderGraphReserved.UpdatePoints();
m_shaderGraphMono.UpdatePoints();
}
protected override void CreatePoints()
{
if( m_shaderGraphAllocated.ShaderArrayValues == null ||
m_shaderGraphAllocated.ShaderArrayValues.Length != m_resolution )
{
m_allocatedArray = new float[m_resolution];
m_reservedArray = new float[m_resolution];
m_monoArray = new float[m_resolution];
m_shaderGraphAllocated.ShaderArrayValues = new float[m_resolution];
m_shaderGraphReserved.ShaderArrayValues = new float[m_resolution];
m_shaderGraphMono.ShaderArrayValues = new float[m_resolution];
}
for( int i = 0; i < m_resolution; i++ )
{
m_shaderGraphAllocated.ShaderArrayValues[ i ] = 0;
m_shaderGraphReserved.ShaderArrayValues[ i ] = 0;
m_shaderGraphMono.ShaderArrayValues[ i ] = 0;
}
// Initialize the material values
// Colors
m_shaderGraphAllocated.GoodColor = m_graphyManager.AllocatedRamColor;
m_shaderGraphAllocated.CautionColor = m_graphyManager.AllocatedRamColor;
m_shaderGraphAllocated.CriticalColor = m_graphyManager.AllocatedRamColor;
m_shaderGraphAllocated.UpdateColors();
m_shaderGraphReserved.GoodColor = m_graphyManager.ReservedRamColor;
m_shaderGraphReserved.CautionColor = m_graphyManager.ReservedRamColor;
m_shaderGraphReserved.CriticalColor = m_graphyManager.ReservedRamColor;
m_shaderGraphReserved.UpdateColors();
m_shaderGraphMono.GoodColor = m_graphyManager.MonoRamColor;
m_shaderGraphMono.CautionColor = m_graphyManager.MonoRamColor;
m_shaderGraphMono.CriticalColor = m_graphyManager.MonoRamColor;
m_shaderGraphMono.UpdateColors();
// Thresholds
m_shaderGraphAllocated.GoodThreshold = 0;
m_shaderGraphAllocated.CautionThreshold = 0;
m_shaderGraphAllocated.UpdateThresholds();
m_shaderGraphReserved.GoodThreshold = 0;
m_shaderGraphReserved.CautionThreshold = 0;
m_shaderGraphReserved.UpdateThresholds();
m_shaderGraphMono.GoodThreshold = 0;
m_shaderGraphMono.CautionThreshold = 0;
m_shaderGraphMono.UpdateThresholds();
m_shaderGraphAllocated.UpdateArrayValuesLength();
m_shaderGraphReserved.UpdateArrayValuesLength();
m_shaderGraphMono.UpdateArrayValuesLength();
// Average
m_shaderGraphAllocated.Average = 0;
m_shaderGraphReserved.Average = 0;
m_shaderGraphMono.Average = 0;
m_shaderGraphAllocated.UpdateAverage();
m_shaderGraphReserved.UpdateAverage();
m_shaderGraphMono.UpdateAverage();
}
#endregion
#region Methods -> Private
private void Init()
{
m_graphyManager = transform.root.GetComponentInChildren<GraphyManager>();
m_ramMonitor = GetComponent<G_RamMonitor>();
m_shaderGraphAllocated = new G_GraphShader();
m_shaderGraphReserved = new G_GraphShader();
m_shaderGraphMono = new G_GraphShader();
m_shaderGraphAllocated.Image = m_imageAllocated;
m_shaderGraphReserved.Image = m_imageReserved;
m_shaderGraphMono.Image = m_imageMono;
UpdateParameters();
m_isInitialized = true;
}
#endregion
}
}

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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@martinTayx)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 03-Jan-18
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using UnityEngine;
using System.Collections.Generic;
using Tayx.Graphy.UI;
using Tayx.Graphy.Utils;
using UnityEngine.UI;
namespace Tayx.Graphy.Ram
{
public class G_RamManager : MonoBehaviour, IMovable, IModifiableState
{
#region Variables -> Serialized Private
[SerializeField] private GameObject m_ramGraphGameObject = null;
[SerializeField] private List<Image> m_backgroundImages = new List<Image>();
#endregion
#region Variables -> Private
private GraphyManager m_graphyManager = null;
private G_RamGraph m_ramGraph = null;
private G_RamText m_ramText = null;
private RectTransform m_rectTransform = null;
private Vector2 m_origPosition = Vector2.zero;
private List<GameObject> m_childrenGameObjects = new List<GameObject>();
private GraphyManager.ModuleState m_previousModuleState = GraphyManager.ModuleState.FULL;
private GraphyManager.ModuleState m_currentModuleState = GraphyManager.ModuleState.FULL;
#endregion
#region Methods -> Unity Callbacks
private void Awake()
{
Init();
}
private void Start()
{
UpdateParameters();
}
#endregion
#region Methods -> Public
public void SetPosition( GraphyManager.ModulePosition newModulePosition, Vector2 offset )
{
if ( newModulePosition == GraphyManager.ModulePosition.FREE )
return;
m_rectTransform.anchoredPosition = m_origPosition;
float xSideOffset = Mathf.Abs( m_rectTransform.anchoredPosition.x ) + offset.x;
float ySideOffset = Mathf.Abs( m_rectTransform.anchoredPosition.y ) + offset.y;
switch( newModulePosition )
{
case GraphyManager.ModulePosition.TOP_LEFT:
m_rectTransform.anchorMax = Vector2.up;
m_rectTransform.anchorMin = Vector2.up;
m_rectTransform.anchoredPosition = new Vector2( xSideOffset, -ySideOffset );
break;
case GraphyManager.ModulePosition.TOP_RIGHT:
m_rectTransform.anchorMax = Vector2.one;
m_rectTransform.anchorMin = Vector2.one;
m_rectTransform.anchoredPosition = new Vector2( -xSideOffset, -ySideOffset );
break;
case GraphyManager.ModulePosition.BOTTOM_LEFT:
m_rectTransform.anchorMax = Vector2.zero;
m_rectTransform.anchorMin = Vector2.zero;
m_rectTransform.anchoredPosition = new Vector2( xSideOffset, ySideOffset );
break;
case GraphyManager.ModulePosition.BOTTOM_RIGHT:
m_rectTransform.anchorMax = Vector2.right;
m_rectTransform.anchorMin = Vector2.right;
m_rectTransform.anchoredPosition = new Vector2( -xSideOffset, ySideOffset );
break;
}
}
public void SetState( GraphyManager.ModuleState state, bool silentUpdate = false )
{
if( !silentUpdate )
{
m_previousModuleState = m_currentModuleState;
}
m_currentModuleState = state;
switch( state )
{
case GraphyManager.ModuleState.FULL:
gameObject.SetActive( true );
m_childrenGameObjects.SetAllActive( true );
SetGraphActive( true );
if( m_graphyManager.Background )
{
m_backgroundImages.SetOneActive( 0 );
}
else
{
m_backgroundImages.SetAllActive( false );
}
break;
case GraphyManager.ModuleState.TEXT:
case GraphyManager.ModuleState.BASIC:
gameObject.SetActive( true );
m_childrenGameObjects.SetAllActive( true );
SetGraphActive( false );
if( m_graphyManager.Background )
{
m_backgroundImages.SetOneActive( 1 );
}
else
{
m_backgroundImages.SetAllActive( false );
}
break;
case GraphyManager.ModuleState.BACKGROUND:
gameObject.SetActive( true );
SetGraphActive( false );
m_childrenGameObjects.SetAllActive( false );
m_backgroundImages.SetAllActive( false );
break;
case GraphyManager.ModuleState.OFF:
gameObject.SetActive( false );
break;
}
}
public void RestorePreviousState()
{
SetState( m_previousModuleState );
}
public void UpdateParameters()
{
foreach( var image in m_backgroundImages )
{
image.color = m_graphyManager.BackgroundColor;
}
m_ramGraph.UpdateParameters();
m_ramText.UpdateParameters();
SetState( m_graphyManager.RamModuleState );
}
public void RefreshParameters()
{
foreach( var image in m_backgroundImages )
{
image.color = m_graphyManager.BackgroundColor;
}
m_ramGraph.UpdateParameters();
m_ramText.UpdateParameters();
SetState( m_currentModuleState, true );
}
#endregion
#region Methods -> Private
private void Init()
{
m_graphyManager = transform.root.GetComponentInChildren<GraphyManager>();
m_ramGraph = GetComponent<G_RamGraph>();
m_ramText = GetComponent<G_RamText>();
m_rectTransform = GetComponent<RectTransform>();
m_origPosition = m_rectTransform.anchoredPosition;
foreach( Transform child in transform )
{
if( child.parent == transform )
{
m_childrenGameObjects.Add( child.gameObject );
}
}
}
private void SetGraphActive( bool active )
{
m_ramGraph.enabled = active;
m_ramGraphGameObject.SetActive( active );
}
#endregion
}
}

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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@martinTayx)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 15-Dec-17
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using UnityEngine;
using UnityEngine.Profiling;
namespace Tayx.Graphy.Ram
{
public class G_RamMonitor : MonoBehaviour
{
#region Properties -> Public
public float AllocatedRam { get; private set; }
public float ReservedRam { get; private set; }
public float MonoRam { get; private set; }
#endregion
#region Methods -> Unity Callbacks
private void Update()
{
AllocatedRam = Profiler.GetTotalAllocatedMemoryLong() / 1048576f;
ReservedRam = Profiler.GetTotalReservedMemoryLong() / 1048576f;
MonoRam = Profiler.GetMonoUsedSizeLong() / 1048576f;
}
#endregion
}
}

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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@martinTayx)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 05-Dec-17
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using UnityEngine;
using UnityEngine.UI;
using Tayx.Graphy.Utils.NumString;
namespace Tayx.Graphy.Ram
{
public class G_RamText : MonoBehaviour
{
#region Variables -> Serialized Private
[SerializeField] private Text m_allocatedSystemMemorySizeText = null;
[SerializeField] private Text m_reservedSystemMemorySizeText = null;
[SerializeField] private Text m_monoSystemMemorySizeText = null;
#endregion
#region Variables -> Private
private GraphyManager m_graphyManager = null;
private G_RamMonitor m_ramMonitor = null;
private float m_updateRate = 4f; // 4 updates per sec.
private float m_deltaTime = 0.0f;
#endregion
#region Methods -> Unity Callbacks
private void Awake()
{
Init();
}
private void Update()
{
m_deltaTime += Time.unscaledDeltaTime;
if( m_deltaTime > 1f / m_updateRate )
{
// Update allocated, mono and reserved memory
m_allocatedSystemMemorySizeText.text = ((int) m_ramMonitor.AllocatedRam).ToStringNonAlloc();
m_reservedSystemMemorySizeText.text = ((int) m_ramMonitor.ReservedRam).ToStringNonAlloc();
m_monoSystemMemorySizeText.text = ((int) m_ramMonitor.MonoRam).ToStringNonAlloc();
m_deltaTime = 0f;
}
}
#endregion
#region Methods -> Public
public void UpdateParameters()
{
m_allocatedSystemMemorySizeText.color = m_graphyManager.AllocatedRamColor;
m_reservedSystemMemorySizeText.color = m_graphyManager.ReservedRamColor;
m_monoSystemMemorySizeText.color = m_graphyManager.MonoRamColor;
m_updateRate = m_graphyManager.RamTextUpdateRate;
}
#endregion
#region Methods -> Private
private void Init()
{
// We assume no game will consume more than 16GB of RAM.
// If it does, who cares about some minuscule garbage allocation lol.
G_IntString.Init( 0, 16386 );
m_graphyManager = transform.root.GetComponentInChildren<GraphyManager>();
m_ramMonitor = GetComponent<G_RamMonitor>();
UpdateParameters();
}
#endregion
}
}

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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@martinTayx)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 22-Nov-17
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using UnityEngine;
using UnityEngine.UI;
namespace Tayx.Graphy
{
/// <summary>
/// This class communicates directly with the shader to draw the graphs. Performance here is very important
/// to reduce as much overhead as possible, as we are updating hundreds of values every frame.
/// </summary>
public class G_GraphShader
{
#region Variables
public const int ArrayMaxSizeFull = 512;
public const int ArrayMaxSizeLight = 128;
public int ArrayMaxSize = 128;
public float[] ShaderArrayValues;
public Image Image = null;
public float Average = 0;
public float GoodThreshold = 0;
public float CautionThreshold = 0;
public Color GoodColor = Color.white;
public Color CautionColor = Color.white;
public Color CriticalColor = Color.white;
private static readonly int AveragePropertyId = Shader.PropertyToID( "Average" );
private static readonly int GoodThresholdPropertyId = Shader.PropertyToID( "_GoodThreshold" );
private static readonly int CautionThresholdPropertyId = Shader.PropertyToID( "_CautionThreshold" );
private static readonly int GoodColorPropertyId = Shader.PropertyToID( "_GoodColor" );
private static readonly int CautionColorPropertyId = Shader.PropertyToID( "_CautionColor" );
private static readonly int CriticalColorPropertyId = Shader.PropertyToID( "_CriticalColor" );
private static readonly int GraphValues = Shader.PropertyToID( "GraphValues" );
private static readonly int GraphValuesLength = Shader.PropertyToID( "GraphValues_Length" );
#endregion
#region Methods -> Public
/// <summary>
/// This is done to avoid a design problem that arrays in shaders have,
/// and should be called before initializing any shader graph.
/// The first time that you use initialize an array, the size of the array in the shader is fixed.
/// This is why sometimes you will get a warning saying that the array size will be capped.
/// It shouldn't generate any issues, but in the worst case scenario just reset the Unity Editor
/// (if for some reason the shaders reload).
/// I also cache the Property IDs, that make access faster to modify shader parameters.
/// </summary>
public void InitializeShader()
{
Image.material.SetFloatArray( GraphValues, new float[ArrayMaxSize] );
}
/// <summary>
/// Updates the GraphValuesLength parameter in the material with the current length of the
/// ShaderArrayValues float[] array.
/// </summary>
public void UpdateArrayValuesLength()
{
Image.material.SetInt( GraphValuesLength, ShaderArrayValues.Length );
}
/// <summary>
/// Updates the average parameter in the material.
/// </summary>
public void UpdateAverage()
{
Image.material.SetFloat( AveragePropertyId, Average );
}
/// <summary>
/// Updates the thresholds in the material.
/// </summary>
public void UpdateThresholds()
{
Image.material.SetFloat( GoodThresholdPropertyId, GoodThreshold );
Image.material.SetFloat( CautionThresholdPropertyId, CautionThreshold );
}
/// <summary>
/// Updates the colors in the material.
/// </summary>
public void UpdateColors()
{
Image.material.SetColor( GoodColorPropertyId, GoodColor );
Image.material.SetColor( CautionColorPropertyId, CautionColor );
Image.material.SetColor( CriticalColorPropertyId, CriticalColor );
}
/// <summary>
/// Updates the points in the graph with the set array of values.
/// </summary>
public void UpdatePoints()
{
Image.material.SetFloatArray( GraphValues, ShaderArrayValues );
}
#endregion
}
}

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