// Use this for initialization
    void Start()
    {
        GameObject effectPrefab = (GameObject)AssetDatabase.LoadAssetAtPath(mEffectPrefabPathName, typeof(GameObject));

        for (int i = 0; i < mEffectInstanceNum; ++i)
        {
            mEffectInstanceArray[i] = GameObject.Instantiate(effectPrefab) as GameObject;
            mEffectInstanceArray[i].transform.position = Random.insideUnitSphere;
            mEffectInstanceArray[i].transform.rotation = Random.rotationUniform;
        }

        ParticleSystem[] psArray = mEffectInstanceArray[0].GetComponentsInChildren <ParticleSystem>();
        foreach (ParticleSystem ps in psArray)
        {
            SubEffectInfo info = new SubEffectInfo();
            info.mName = ps.name;
            info.mNum  = 0;
            info.mSize = 0.0f;
            mSubEffectInfoList.Add(info);
        }

        mFrames       = 0;
        mLastInterval = Time.realtimeSinceStartup;
        mCount        = 0;
    }
Exemple #2
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    // Update is called once per frame
    void Update()
    {
        while (mTime > mInterval && mIndex <= mEffectPerformanceDataList.Count)
        {
            if (null != gameObject.GetComponent <SingleEffectPerformance>())
            {
                SingleEffectPerformance comp = gameObject.GetComponent <SingleEffectPerformance>();

                mEffectPerformanceDataList[mIndex - 1].mAverageParticleNum  = comp.GetAverageParticleNum();
                mEffectPerformanceDataList[mIndex - 1].mAverageParticleSize = comp.GetAverageParticleSize();
                mEffectPerformanceDataList[mIndex - 1].mAverageFPS          = comp.GetAverageFPS();

                List <SubEffectInfo> infos = comp.GetSubEffectInfoList();
                for (int i = 0; i < infos.Count; ++i)
                {
                    SubEffectInfo info = new SubEffectInfo();
                    info.CopyFrom(infos[i]);
                    mEffectPerformanceDataList[mIndex - 1].mSubEffectInfoList.Add(info);
                }

                comp.DestroyGameObjects();

                GameObject.DestroyImmediate(comp, true);
                System.GC.Collect();

                //Debug.Log("Average FPS : " + comp.GetAverageFPS());
            }

            if (mIndex == mEffectPerformanceDataList.Count)
            {
                ++mIndex;
                break;
            }

            SingleEffectPerformance sep = gameObject.AddComponent <SingleEffectPerformance>();
            sep.mEffectPrefabPathName = mEffectPerformanceDataList[mIndex].mPathFileName;

            mTime = 0.0f;
            ++mIndex;
        }

        if (mIndex > mEffectPerformanceDataList.Count)
        {
            mFinish = true;
        }

        mTime += Time.deltaTime;
    }
 public void CopyFrom(SubEffectInfo info)
 {
     mName = info.mName;
     mNum  = info.mNum;
     mSize = info.mSize;
 }