Exemplo n.º 1
0
        public void Handle(SimpleProto data)
        {
            ClientFPSUpdater fps = SingletonManager.Get <ClientFPSUpdater>();

            PlayerEntity player = SingletonManager.Get <FreeUiManager>().Contexts1.player.flagSelfEntity;

            #if UNITY_EDITOR
            logger.InfoFormat("{0},{1},{2},{3},{4} at ({5},{6}) with Yaw {7}", fps.Fps, UnityStats.triangles, UnityStats.vertices, UnityStats.drawCalls, UnityStats.batches,
                              player.position.Value.x, player.position.Value.z, player.orientation.Yaw);
            #else
            logger.InfoFormat("{0} at ({1},{2}) with Yaw {3}", fps.Fps, player.position.Value.x, player.position.Value.z, player.orientation.Yaw);
            #endif


            //if (SingletonManager.Get<FreeUiManager>().Contexts1.session.clientSessionObjects.NetworkChannel != null)
            //{
            //    SingletonManager.Get<FreeUiManager>().Contexts1.session.clientSessionObjects.NetworkChannel.SendReliable((int)EClient2ServerMessage.FreeEvent, frame);
            //}
        }
Exemplo n.º 2
0
        private void Record()
        {
            //Debug.LogFormat("record {0}", state);
            ClientFPSUpdater fps = SingletonManager.Get <ClientFPSUpdater>();

            PlayerEntity player = SingletonManager.Get <FreeUiManager>().Contexts1.player.flagSelfEntity;

            if (fps.Fps < tryFrame && tryTime < maxTry)
            {
                tryTime++;
            }
            else
            {
#if UNITY_EDITOR
                logger.InfoFormat("{0},{1},{2},{3},{4} at ({5},{6}) with Yaw {7} atfer try {8}", fps.Fps, UnityStats.triangles, UnityStats.vertices, UnityStats.drawCalls, UnityStats.batches,
                                  Math.Round(player.position.Value.x), Math.Round(player.position.Value.z), Math.Round(player.orientation.Yaw), tryTime);
#else
                logger.InfoFormat("{0} at ({1},{2}) with Yaw {3} after try {4}", fps.Fps, Math.Round(player.position.Value.x), Math.Round(player.position.Value.z), Math.Round(player.orientation.Yaw), tryTime);
#endif
                tryTime = 0;
                state++;
            }
        }