chore: initial commit

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2026-05-08 11:04:00 +08:00
commit f55d2a57c3
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using UnityEngine;
#if MM_UI
using UnityEngine.UI;
using System.Collections;
namespace MoreMountains.Tools
{
/// <summary>
/// Add this class to a gameObject with a Text component and it'll feed it the number of FPS in real time.
/// </summary>
[RequireComponent(typeof(Text))]
[AddComponentMenu("More Mountains/Tools/Performance/MMFPSCounter")]
public class MMFPSCounter : MonoBehaviour
{
public enum Modes { Instant, MovingAverage, InstantAndMovingAverage }
/// the frequency at which the FPS counter should update (in seconds)
public float UpdateInterval = 0.3f;
/// if this is true, this counter will display a moving average of the framerate, not its instant framerate
public Modes Mode = Modes.Instant;
protected float _framesAccumulated = 0f;
protected float _framesDrawnInTheInterval = 0f;
protected float _timeLeft ;
protected Text _text;
protected int _currentFPS;
protected int _totalFrames = 0;
protected int _average;
static string[] _stringsFrom00To300 = {
"00", "01", "02", "03", "04", "05", "06", "07", "08", "09",
"10", "11", "12", "13", "14", "15", "16", "17", "18", "19",
"20", "21", "22", "23", "24", "25", "26", "27", "28", "29",
"30", "31", "32", "33", "34", "35", "36", "37", "38", "39",
"40", "41", "42", "43", "44", "45", "46", "47", "48", "49",
"50", "51", "52", "53", "54", "55", "56", "57", "58", "59",
"60", "61", "62", "63", "64", "65", "66", "67", "68", "69",
"70", "71", "72", "73", "74", "75", "76", "77", "78", "79",
"80", "81", "82", "83", "84", "85", "86", "87", "88", "89",
"90", "91", "92", "93", "94", "95", "96", "97", "98", "99",
"100", "101", "102", "103", "104", "105", "106", "107", "108", "109",
"110", "111", "112", "113", "114", "115", "116", "117", "118", "119",
"120", "121", "122", "123", "124", "125", "126", "127", "128", "129",
"130", "131", "132", "133", "134", "135", "136", "137", "138", "139",
"140", "141", "142", "143", "144", "145", "146", "147", "148", "149",
"150", "151", "152", "153", "154", "155", "156", "157", "158", "159",
"160", "161", "162", "163", "164", "165", "166", "167", "168", "169",
"170", "171", "172", "173", "174", "175", "176", "177", "178", "179",
"180", "181", "182", "183", "184", "185", "186", "187", "188", "189",
"190", "191", "192", "193", "194", "195", "196", "197", "198", "199",
"200", "201", "202", "203", "204", "205", "206", "207", "208", "209",
"210", "211", "212", "213", "214", "215", "216", "217", "218", "219",
"220", "221", "222", "223", "224", "225", "226", "227", "228", "229",
"230", "231", "232", "233", "234", "235", "236", "237", "238", "239",
"240", "241", "242", "243", "244", "245", "246", "247", "248", "249",
"250", "251", "252", "253", "254", "255", "256", "257", "258", "259",
"260", "261", "262", "263", "264", "265", "266", "267", "268", "269",
"270", "271", "272", "273", "274", "275", "276", "277", "278", "279",
"280", "281", "282", "283", "284", "285", "286", "287", "288", "289",
"290", "291", "292", "293", "294", "295", "296", "297", "298", "299",
"300"
};
/// <summary>
/// On Start(), we get the Text component and initialize our counter
/// </summary>
protected virtual void Start()
{
if(GetComponent<Text>()==null)
{
Debug.LogWarning ("FPSCounter requires a GUIText component.");
return;
}
_text = GetComponent<Text>();
_timeLeft = UpdateInterval;
}
/// <summary>
/// On Update, we increment our various counters, and if we've reached our UpdateInterval, we update our FPS counter
/// with the number of frames displayed since the last counter update
/// </summary>
protected virtual void Update()
{
_framesDrawnInTheInterval++;
_framesAccumulated = _framesAccumulated + Time.timeScale/Time.deltaTime;
_timeLeft = _timeLeft - Time.deltaTime;
if( _timeLeft <= 0.0 )
{
_currentFPS = (int)Mathf.Clamp (_framesAccumulated / _framesDrawnInTheInterval, 0, 300);
_framesDrawnInTheInterval = 0;
_framesAccumulated = 0f;
_timeLeft = UpdateInterval;
_totalFrames++;
_average += (_currentFPS - _average) / _totalFrames;
if (_currentFPS >=0 && _currentFPS <= 300)
{
switch (Mode)
{
case Modes.Instant:
_text.text = _stringsFrom00To300[_currentFPS];
break;
case Modes.MovingAverage:
_text.text = _stringsFrom00To300[_average];
break;
case Modes.InstantAndMovingAverage:
_text.text = _stringsFrom00To300[_currentFPS] + " / " + _stringsFrom00To300[_average];
break;
}
}
}
}
}
}
#endif

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using UnityEngine;
#if ENABLE_INPUT_SYSTEM && !ENABLE_LEGACY_INPUT_MANAGER
using UnityEngine.InputSystem;
#endif
using UnityEngine.Rendering;
namespace MoreMountains.Tools
{
/// <summary>
/// Add this component to any object and it'll set the target frame rate and vsync count. Note that vsync count must be 0 for the target FPS to work.
/// </summary>
[AddComponentMenu("More Mountains/Tools/Performance/MMFPSUnlock")]
public class MMFPSUnlock : MonoBehaviour
{
/// the target FPS you want the game to run at, that's up to how many times Update will run every second
[Tooltip("the target FPS you want the game to run at, that's up to how many times Update will run every second")]
public int TargetFPS = 300;
/// the number of frames to wait before rendering the next one. 0 will render every frame, 1 will render every 2 frames, 5 will render every 5 frames, etc
[Tooltip("the number of frames to wait before rendering the next one. 0 will render every frame, 1 will render every 2 frames, 5 will render every 5 frames, etc")]
public int RenderFrameInterval = 0;
[Range(0, 2)]
/// whether vsync should be enabled or not (on a 60Hz screen, 1 : 60fps, 2 : 30fps, 0 : don't wait for vsync)
[Tooltip("whether vsync should be enabled or not (on a 60Hz screen, 1 : 60fps, 2 : 30fps, 0 : don't wait for vsync)")]
public int VSyncCount = 0;
/// if this is true, the user can press a number key to change the target FPS (1 : 10fps, 2 : 20fps, etc)
[Tooltip("if this is true, the user can press a number key to change the target FPS (1 : 10fps, 2 : 20fps, etc)")]
public bool EnableNumberShortcuts = false;
/// <summary>
/// On start we change our target fps and vsync settings
/// </summary>
protected virtual void Start()
{
UpdateSettings();
}
/// <summary>
/// On update we check for input if needed
/// </summary>
protected virtual void Update()
{
HandleInput();
}
/// <summary>
/// When a value gets changed in the editor, we update our settings
/// </summary>
protected virtual void OnValidate()
{
UpdateSettings();
}
/// <summary>
/// Updates the target frame rate value and vsync count setting
/// </summary>
protected virtual void UpdateSettings()
{
QualitySettings.vSyncCount = VSyncCount;
Application.targetFrameRate = TargetFPS;
OnDemandRendering.renderFrameInterval = RenderFrameInterval;
}
/// <summary>
/// Checks for presses on 0-9 keys and changes the target FPS accordingly
/// </summary>
protected virtual void HandleInput()
{
if (!EnableNumberShortcuts)
{
return;
}
bool input;
#if ENABLE_INPUT_SYSTEM && !ENABLE_LEGACY_INPUT_MANAGER
input = Keyboard.current[Key.Digit0].wasPressedThisFrame;
#else
input = Input.GetKeyDown(KeyCode.Keypad0);
#endif
if (input) { TargetFPS = 300; UpdateSettings(); }
#if ENABLE_INPUT_SYSTEM && !ENABLE_LEGACY_INPUT_MANAGER
input = Keyboard.current[Key.Digit1].wasPressedThisFrame;
#else
input = Input.GetKeyDown(KeyCode.Keypad1);
#endif
if (input) { TargetFPS = 10; UpdateSettings(); }
#if ENABLE_INPUT_SYSTEM && !ENABLE_LEGACY_INPUT_MANAGER
input = Keyboard.current[Key.Digit2].wasPressedThisFrame;
#else
input = Input.GetKeyDown(KeyCode.Keypad2);
#endif
if (input) { TargetFPS = 20; UpdateSettings(); }
#if ENABLE_INPUT_SYSTEM && !ENABLE_LEGACY_INPUT_MANAGER
input = Keyboard.current[Key.Digit3].wasPressedThisFrame;
#else
input = Input.GetKeyDown(KeyCode.Keypad3);
#endif
if (input) { TargetFPS = 30; UpdateSettings(); }
#if ENABLE_INPUT_SYSTEM && !ENABLE_LEGACY_INPUT_MANAGER
input = Keyboard.current[Key.Digit4].wasPressedThisFrame;
#else
input = Input.GetKeyDown(KeyCode.Keypad4);
#endif
if (input) { TargetFPS = 40; UpdateSettings(); }
#if ENABLE_INPUT_SYSTEM && !ENABLE_LEGACY_INPUT_MANAGER
input = Keyboard.current[Key.Digit5].wasPressedThisFrame;
#else
input = Input.GetKeyDown(KeyCode.Keypad5);
#endif
if (input) { TargetFPS = 50; UpdateSettings(); }
#if ENABLE_INPUT_SYSTEM && !ENABLE_LEGACY_INPUT_MANAGER
input = Keyboard.current[Key.Digit6].wasPressedThisFrame;
#else
input = Input.GetKeyDown(KeyCode.Keypad6);
#endif
if (input) { TargetFPS = 60; UpdateSettings(); }
#if ENABLE_INPUT_SYSTEM && !ENABLE_LEGACY_INPUT_MANAGER
input = Keyboard.current[Key.Digit7].wasPressedThisFrame;
#else
input = Input.GetKeyDown(KeyCode.Keypad7);
#endif
if (input) { TargetFPS = 70; UpdateSettings(); }
#if ENABLE_INPUT_SYSTEM && !ENABLE_LEGACY_INPUT_MANAGER
input = Keyboard.current[Key.Digit8].wasPressedThisFrame;
#else
input = Input.GetKeyDown(KeyCode.Keypad8);
#endif
if (input) { TargetFPS = 80; UpdateSettings(); }
#if ENABLE_INPUT_SYSTEM && !ENABLE_LEGACY_INPUT_MANAGER
input = Keyboard.current[Key.Digit9].wasPressedThisFrame;
#else
input = Input.GetKeyDown(KeyCode.Keypad9);
#endif
if (input) { TargetFPS = 90; UpdateSettings(); }
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Diagnostics;
namespace MoreMountains.Tools
{
/// <summary>
/// A struct to store data associated to speed tests
/// </summary>
public struct MMSpeedTestItem
{
/// the name of the test, has to be unique
public string TestID;
/// a stopwatch to compute time
public Stopwatch Timer;
/// <summary>
/// Creates a speed test with the specified ID and starts the timer
/// </summary>
/// <param name="testID"></param>
public MMSpeedTestItem(string testID)
{
TestID = testID;
Timer = Stopwatch.StartNew();
}
}
/// <summary>
/// Use this class to run performance tests in your code.
/// It'll output the time spent between the StartTest and the EndTest calls
/// Make sure to use a unique ID for both calls
/// </summary>
public static class MMSpeedTest
{
private static readonly Dictionary<string, MMSpeedTestItem> _speedTests = new Dictionary<string, MMSpeedTestItem>();
/// <summary>
/// Starts a speed test of the specified ID
/// </summary>
/// <param name="testID"></param>
public static void StartTest(string testID)
{
if (_speedTests.ContainsKey(testID))
{
_speedTests.Remove(testID);
}
MMSpeedTestItem item = new MMSpeedTestItem(testID);
_speedTests.Add(testID, item);
}
/// <summary>
/// Stops a speed test of the specified ID
/// </summary>
public static void EndTest(string testID)
{
if (!_speedTests.ContainsKey(testID))
{
return;
}
_speedTests[testID].Timer.Stop();
float elapsedTime = _speedTests[testID].Timer.ElapsedMilliseconds / 1000f;
_speedTests.Remove(testID);
MMDebug.DebugLogInfo("<color=red>MMSpeedTest</color> [Test "+testID+"] test duration : "+elapsedTime+"s");
}
}
}

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