This commit is contained in:
Ferlat Thibaud
2026-06-03 16:42:51 +02:00
3 changed files with 357 additions and 0 deletions
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using UnityEngine;
using UnityEngine.UI;
using System.Collections.Generic;
namespace OctoCore.UI
{
public class PerformanceOverlay : MonoBehaviour
{
#region Constants and Static Fields
public static PerformanceOverlay Instance { get; private set; }
private const string GREEN = "<color=#00ff88>", YELLOW = "<color=#ffcc00>", RED = "<color=#ff4444>", END = "</color>";
#endregion
#region Serialized Fields
[Header("UI Reference")]
[SerializeField] private Text _displayText;
[Header("FPS Settings")]
[Tooltip("Number of frames to average for a smooth reading.")]
[SerializeField] private int _sampleSize = 60;
[Tooltip("How often, in seconds, the display refreshes.")]
[SerializeField] private float _updateInterval = 0.1f;
[Header("Thresholds")]
[SerializeField] private int _goodFps = 60;
[SerializeField] private int _warningFps = 30;
#endregion
#region Private Instance Fields
private readonly Queue<float> _frameTimes = new Queue<float>();
private float _accumulatedTime;
private float _timeSinceLastUpdate;
#endregion
#region Unity Lifecycle Methods
private void Awake()
{
if (Instance != null && Instance != this)
{
Destroy(gameObject);
return;
}
Instance = this;
DontDestroyOnLoad(gameObject);
if (_displayText == null)
_displayText = GetComponent<Text>();
ConfigureText();
}
private void OnValidate()
{
_sampleSize = Mathf.Max(1, _sampleSize);
_updateInterval = Mathf.Max(0.02f, _updateInterval);
}
private void Update()
{
float deltaTime = Time.unscaledDeltaTime;
_frameTimes.Enqueue(deltaTime);
_accumulatedTime += deltaTime;
if (_frameTimes.Count > _sampleSize)
_accumulatedTime -= _frameTimes.Dequeue();
_timeSinceLastUpdate += deltaTime;
if (_timeSinceLastUpdate >= _updateInterval)
{
_timeSinceLastUpdate = 0f;
RefreshDisplay();
}
}
#endregion
#region Private Methods
private void ConfigureText()
{
if (_displayText == null) return;
_displayText.supportRichText = true;
_displayText.horizontalOverflow = HorizontalWrapMode.Overflow;
_displayText.verticalOverflow = VerticalWrapMode.Overflow;
_displayText.alignment = TextAnchor.UpperLeft;
}
private void RefreshDisplay()
{
if (_displayText == null) return;
if (_frameTimes.Count == 0) return;
float avgFrameTime = _accumulatedTime / _frameTimes.Count;
if (avgFrameTime <= 0f) return;
float fps = 1f / avgFrameTime;
float frameTimeMs = avgFrameTime * 1000f;
string fpsColour = fps >= _goodFps ? GREEN
: fps >= _warningFps ? YELLOW
: RED;
_displayText.text =
$"{fpsColour}{fps:F0} FPS{END}\n" +
$"Frame {frameTimeMs:F2} ms";
}
#endregion
}
}
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