Exemple #1
0
        protected override void CreatePoints()
        {
            m_shaderGraph.Array = new float[m_resolution];

            m_graphArray = new float[m_resolution];

            for (int i = 0; i < m_resolution; i++)
            {
                m_shaderGraph.Array[i] = 0;
            }

            m_shaderGraph.GoodColor     = m_graphyManager.AudioGraphColor;
            m_shaderGraph.CautionColor  = m_graphyManager.AudioGraphColor;
            m_shaderGraph.CriticalColor = m_graphyManager.AudioGraphColor;

            m_shaderGraph.UpdateColors();

            m_shaderGraph.GoodThreshold    = 0;
            m_shaderGraph.CautionThreshold = 0;

            m_shaderGraph.UpdateThresholds();

            m_shaderGraph.UpdateArray();

            m_shaderGraph.Average = 0;

            m_shaderGraph.UpdateAverage();
        }
Exemple #2
0
        protected override void CreatePoints()
        {
            // Init Arrays

            m_shaderGraph.Array = new float[m_resolution];
            m_shaderGraphHighestValues.Array = new float[m_resolution];

            m_graphArray             = new float[m_resolution];
            m_graphArrayHighestValue = new float[m_resolution];

            for (int i = 0; i < m_resolution; i++)
            {
                m_shaderGraph.Array[i] = 0;
                m_shaderGraphHighestValues.Array[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.UpdateArray();

            m_shaderGraphHighestValues.UpdateArray();

            // Average

            m_shaderGraph.Average = 0;

            m_shaderGraph.UpdateAverage();

            m_shaderGraphHighestValues.Average = 0;

            m_shaderGraphHighestValues.UpdateAverage();
        }
Exemple #3
0
        protected override void UpdateGraph()
        {
            int fps = (int)(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;

            for (int i = 0; i <= m_resolution - 1; i++)
            {
                m_shaderGraph.Array[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();
        }
Exemple #4
0
        protected override void CreatePoints()
        {
            m_shaderGraphAllocated.Array = new float[m_resolution];
            m_shaderGraphReserved.Array  = new float[m_resolution];
            m_shaderGraphMono.Array      = new float[m_resolution];

            m_allocatedArray = new float[m_resolution];
            m_reservedArray  = new float[m_resolution];
            m_monoArray      = new float[m_resolution];

            for (int i = 0; i < m_resolution; i++)
            {
                m_shaderGraphAllocated.Array[i] = 0;
                m_shaderGraphReserved.Array[i]  = 0;
                m_shaderGraphMono.Array[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.UpdateArray();
            m_shaderGraphReserved.UpdateArray();
            m_shaderGraphMono.UpdateArray();

            // Average

            m_shaderGraphAllocated.Average = 0;
            m_shaderGraphReserved.Average  = 0;
            m_shaderGraphMono.Average      = 0;

            m_shaderGraphAllocated.UpdateAverage();
            m_shaderGraphReserved.UpdateAverage();
            m_shaderGraphMono.UpdateAverage();
        }