void Start() { mouseOrbitInstance = GameObject.FindObjectOfType <MouseOrbit>(); //m_Animator = GetComponent<Animator>(); //if (Effects.Length > 0) //{ // mEffectNode = new EffectNode[Effects.Length]; // for (int i = 0; i < Effects.Length; i++) // { // mEffectNode[i] = Effects[i].GetComponent<EffectNode>(); // if (!mEffectNode[i]) // { // Debug.LogError(Effects[i].name + ",没有挂EffectNode脚本!"); // return; // } // mEffectNode[i].Init(); // } //} //else //{ // Debug.LogWarning("Effects为空,请添加特效,再进入play模式!"); //} if (MoveObject) { OrginalPosition = MoveObject.position; LastMoveObject = MoveObject; } ImageSetting.SetImageQuality(ImageQuality.Best); }
private void TestLevelFastest_Geometric() { shareData.shareCamera.renderingPath = RenderingPath.Forward; shareData.shareSunLight.enabled = false; shareData.shareCamera.depthTextureMode = DepthTextureMode.None; ImageSetting.SetImageQuality(ImageQuality.Fastest); QualitySettings.vSyncCount = 0; Application.targetFrameRate = 0; int cout = Geometric_LevelFastestShowCount; for (int i = 0; i < cout; i++) { shareData.OpaqueModelList[i].enabled = true; } cout = Geometric_LevelFastestShowCount; for (int i = 0; i < cout; i++) { shareData.TransparentModelList[i].enabled = true; } cout = PerformanceCheckManager.MaxSkinnedModelCount; for (int i = 0; i < cout; i++) { shareData.SkinnedObjList[i].SetActive(true); } }
private void TestLevelHigh_Geometric() { ImageSetting.SetImageQuality(ImageQuality.High); shareData.shareCamera.depthTextureMode = DepthTextureMode.Depth; shareData.shareCamera.renderingPath = RenderingPath.DeferredShading; shareData.shareSunLight.enabled = true; shareData.shareSunLight.shadows = LightShadows.Hard; QualitySettings.vSyncCount = 0; Application.targetFrameRate = 0; int cout = Geometric_LevelHighShowCount; for (int i = 0; i < cout; i++) { shareData.OpaqueModelList[i].enabled = true; } cout = Geometric_LevelHighShowCount; for (int i = 0; i < cout; i++) { shareData.TransparentModelList[i].enabled = true; } cout = PerformanceCheckManager.MaxSkinnedModelCount; for (int i = 0; i < cout; i++) { shareData.SkinnedObjList[i].SetActive(true); } }
public void ApplySettingData(VedioItem item, int level) { switch (item) { case VedioItem.ImageQuality: ImageSetting.SetImageQuality((ImageQuality)level); SetVedioData(); break; case VedioItem.ShadowQuality: ImageSetting.SetShadowQuality((ShadowQuality)level); break; case VedioItem.SceneQuality: ImageSetting.SetSceneRenderingQuality((SceneRenderingQuality)level); break; case VedioItem.EffectQuality: ImageSetting.SetEffectQuality((EffectQuality)level); break; case VedioItem.TextureQuality: ImageSetting.SetTextureQuality((TextureQuality)level); break; } }
void FinishWithNotDoCheck() { ImageSetting.SetImageQuality(PerformanceCheckManager.BreakCheckQuality); ImageSetting.ResetOthersSettings(); //PerformanceCheckUI_BreakTips uiInstance = PerformanceCheckManager.Instance.flowShareData.breakTips; //uiInstance.gameObject.SetActive(true); //uiInstance.Desc.text = "您以跳过性能检测,游戏默认<color=red>" + PerformanceCheckManager.GetImageQualityDesc(PerformanceCheckManager.BreakCheckQuality) + // ",</color>可在<color=red>登入游戏后按[ESC]->视频设置</color>调节画质。正在进入游戏....."; ImageSetting.Clear(); EndPerformanceCheck(); }
void NotSupportHighImangeEffect_ChooseDownQuality() { //WaitingSelect = false; //PerformanceCheckUI_Reslut uiInstance = PerformanceCheckManager.Instance.flowShareData.ui_Reslut; //uiInstance.tips.text = "测试完成,您可以在<color=red>登入游戏后按[ESC]->视频设置</color>中修改您的选项。正在进入游戏....."; //uiInstance.ConfigOneBtn.onClick.RemoveAllListeners(); //uiInstance.ConfigTwoBtn.onClick.RemoveAllListeners(); //uiInstance.ConfigTwoRoot.SetActive(false); //uiInstance.ConfigOneRoot.SetActive(false); ImageSetting.SetImageQuality(ImageQuality.Good); ImageSetting.ResetOthersSettings(); ImageSetting.Clear(); EndPerformanceCheck(); }
void FihishWithNormal() { //看看几何等级 PerformanceCheckManager.PerformanceCheckReslut reslut = PerformanceCheckManager.Instance.ReslutData; if (reslut.GeometricRenderLevel <= 1 || reslut.ImageEffectRenderLevel <= 1)//最低级 { ImageSetting.SetImageQuality(ImageQuality.Fastest); ImageSetting.ResetOthersSettings(); UpdateReslutUI(ImageQuality.Fastest); return; } //中级情况1,所有都通过了 if (reslut.GeometricRenderLevel == 2 && reslut.ImageEffectRenderLevel == 2) { ImageSetting.SetImageQuality(ImageQuality.Good); ImageSetting.ResetOthersSettings(); UpdateReslutUI(ImageQuality.Good); return; } //中级情况2,通过了几何,没有通过后处理测试 if (reslut.GeometricRenderLevel == 2) { ImageSetting.SetImageQuality(ImageQuality.Good); ImageSetting.ResetOthersSettings(); flag = ReslutImageFlags.NotSupportFullGoodImageEffect; UpdateReslutUI(ImageQuality.Good, flag); return; } //高级情况1,所有都通过了 if (reslut.GeometricRenderLevel == 3 && reslut.ImageEffectRenderLevel == 3) { ImageSetting.SetImageQuality(ImageQuality.High); ImageSetting.ResetOthersSettings(); UpdateReslutUI(ImageQuality.High); return; } //高级情况2,通过了几何,没有通过后处理测试 if (reslut.GeometricRenderLevel == 3) { ImageSetting.SetImageQuality(ImageQuality.High); ImageSetting.ResetOthersSettings(); flag = ReslutImageFlags.NotSupportFullHighImageEffect; UpdateReslutUI(ImageQuality.High, flag); return; } //最高级情况1,所有测试都通过了 if (reslut.GeometricRenderLevel == 4 && reslut.ImageEffectRenderLevel == 4) { //再看一下帧数,帧数超过70fps,可以把抗锯齿和Bloom开启来 //如果真是超过80fps,可以把抗锯齿,bloom和ao开起来 ImageSetting.SetImageQuality(ImageQuality.Best); ImageSetting.ResetOthersSettings(); ImageSetting.GetData().AdvanceImageEffectEnabled = 1; if (PerformanceCheck_FPS.currFPS > PerformanceCheckManager.PassLevleFps * 1.3f) { ImageSetting.GetData().FXAAEnabled = 1; ImageSetting.GetData().BloomAndFlaresEnabled = 1; flag = ReslutImageFlags.OpenOhtersImageEffects; if (PerformanceCheck_FPS.currFPS > PerformanceCheckManager.PassLevleFps * 1.4f) { ImageSetting.GetData().SSAOEnabled = 1; } } UpdateReslutUI(ImageQuality.Best, flag); return; } //最高级情况2,只通过了几何图形测试,没有通过后处理,这种情况是显卡的能力不足,给予两种选择 //1。降低分辨率 //2.关闭后处理 if (reslut.GeometricRenderLevel == 4) { ImageSetting.SetImageQuality(ImageQuality.Best); ImageSetting.ResetOthersSettings(); flag = ReslutImageFlags.NotSupportFullBestImageEffect; UpdateReslutUI(ImageQuality.Best, flag); return; } }
void FinishWithnotSupportRT() { ImageSetting.SetImageQuality(ImageQuality.Fastest); ImageSetting.ResetOthersSettings(); UpdateReslutUI(ImageQuality.Fastest); }
void FinishWithVeryLowMachine() { ImageSetting.SetImageQuality(ImageQuality.Fastest); ImageSetting.ResetOthersSettings(); UpdateReslutUI(ImageQuality.Fastest); }
void OnGUI() { if (!ShowButtons) { return; } int xindex = -1; int yindex = 0; Rows = Screen.height / buttonHeight; for (int i = 0; i < AnimationName.Length; i++) { string [] s = AnimationName[i].Split('@'); string tempname = s[s.Length - 1]; yindex = i % Rows; if (i % Rows == 0) { xindex++; } if (string.IsNullOrEmpty(AnimationName[i])) { continue; } if (GUI.Button(new Rect(xindex * buttonWidth + Xoffset, yindex * buttonHeight, buttonWidth, buttonHeight), tempname)) { for (int j = 0; j < m_Animator.Length; j++) { m_Animator[j].Play(AnimationName[i]); } if (IsEnabledXP()) { PlayCameraAnim(XPClip); } if (animationNode.Count > 0) { for (int j = 0; j < animationNode.Count; j++) { AnimationNode node = animationNode[j]; //去掉空格 string CorrectName = tempname.Trim(); string CorrectName2 = node.AnimationName.Trim(); if (CorrectName.Equals(CorrectName2) || node.AlwaysPlay) { foreach (EffectNode n in node.effectList) { if (n) { bStartTime = true; timede = 0.0f; n.Init(); n.StopEffect(); n.ResetScale(); n.PlayEffect(isEmeny, -1, Vector3.zero, Vector3.zero, (int)EffectNodeMask.Mask_EnableLihgt); n.SetScale(SizeScale); } } foreach (AudioSource aud in node.audioList) { if (aud) { aud.Stop(); aud.Play(); } } } } if (MoveSpeed > 0.0001f && MoveTime > 0.0001f) { if (DelayStartMove > 0.01) { if (!isOnDelayStartMove) { isOnDelayStartMove = true; StartCoroutine(WaitForDelayStartMove()); } } else { isCanMove = true; CurrMoveTime = MoveTime; } } } if (PauseEditor != null) { PauseEditor(PausedWhenClickButton); } } } GUI.Label(new Rect(Screen.width - 100.0f, 0, 80, 20), "时间:" + timede.ToString("F2")); Color c = GUI.color; GUI.enabled = ImageSetting.GetData().currImageQuality != ImageQuality.Fastest; GUI.color = GUI.enabled ? c : Color.red; if (GUI.Button(new Rect(Screen.width - 100.0f, 20, 80, 20), "低等画质")) { ImageSetting.SetImageQuality(ImageQuality.Fastest); } GUI.enabled = true; GUI.color = c; GUI.enabled = ImageSetting.GetData().currImageQuality != ImageQuality.Good; GUI.color = GUI.enabled ? c : Color.red; if (GUI.Button(new Rect(Screen.width - 100.0f, 40, 80, 20), "中等画质")) { ImageSetting.SetImageQuality(ImageQuality.Good); } GUI.enabled = true; GUI.color = c; GUI.enabled = ImageSetting.GetData().currImageQuality != ImageQuality.High; GUI.color = GUI.enabled ? c : Color.red; if (GUI.Button(new Rect(Screen.width - 100.0f, 60, 80, 20), "高等画质")) { ImageSetting.SetImageQuality(ImageQuality.High); } GUI.enabled = true; GUI.color = c; GUI.enabled = ImageSetting.GetData().currImageQuality != ImageQuality.Best; GUI.color = GUI.enabled ? c : Color.red; if (GUI.Button(new Rect(Screen.width - 100.0f, 80, 80, 20), "极高画质")) { ImageSetting.SetImageQuality(ImageQuality.Best); } GUI.enabled = true; GUI.color = c; isEmeny = GUI.Toggle(new Rect(Screen.width - 100.0f, 100, 80, 20), isEmeny, "敌方技能"); SizeScale = GUI.HorizontalSlider(new Rect(Screen.width - 100.0f, 120, 80, 20), SizeScale, 0.01f, 10.0f); }