【Unity开发】获取Unity Stats面板

本文介绍了一个用于Unity游戏引擎中的帧率监控工具。该工具通过挂载脚本到场景中,实时显示包括帧率(FPS)、图形处理负载、音频状态等在内的多项性能统计数据。

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讲脚本挂在场景内即可查看Stats数据

using UnityEngine;
using System.Text;
using UnityEditor;

public class ShowFps : MonoBehaviour
{

    public bool m_isShow = true;

    private int m_FrameCounter;
    private float m_ClientTimeAccumulator;
    private float m_RenderTimeAccumulator;
    private float m_MaxTimeAccumulator;
    private float m_ClientFrameTime;
    private float m_RenderFrameTime;
    private float m_MaxFrameTime;
    private GUIStyle s_SectionHeaderStyle;
    private GUIStyle s_LabelStyle;
    [Range(0, 1)]
    public float position = 0.5f;
    void Start()
    {
    }



    void OnGUI()
    {
        if (m_isShow)
        {
            GameViewStatsGUI();
        }

    }

    private GUIStyle sectionHeaderStyle
    {
        get
        {
            if (s_SectionHeaderStyle == null)
            {
                s_SectionHeaderStyle = EditorGUIUtility.GetBuiltinSkin(EditorSkin.Scene).GetStyle("BoldLabel");
            }
            return s_SectionHeaderStyle;
        }
    }
    private GUIStyle labelStyle
    {
        get
        {
            if (s_LabelStyle == null)
            {
                s_LabelStyle = new GUIStyle(EditorGUIUtility.GetBuiltinSkin(EditorSkin.Scene).label);
                s_LabelStyle.richText = true;
            }
            return s_LabelStyle;
        }
    }
    private string FormatNumber(int num)
    {
        if (num < 1000)
        {
            return num.ToString();
        }
        if (num < 1000000)
        {
            return ((double)num * 0.001).ToString("f1") + "k";
        }
        return ((double)num * 1E-06).ToString("f1") + "M";
    }
    public void UpdateFrameTime()
    {
        float frameTime = UnityStats.frameTime;
        float renderTime = UnityStats.renderTime;
        m_ClientTimeAccumulator += frameTime;
        m_RenderTimeAccumulator += renderTime;
        m_MaxTimeAccumulator += Mathf.Max(frameTime, renderTime);
        m_FrameCounter++;
        bool flag = m_ClientFrameTime == 0f && m_RenderFrameTime == 0f;
        bool flag2 = m_FrameCounter > 30 || m_ClientTimeAccumulator > 0.3f || m_RenderTimeAccumulator > 0.3f;
        if (flag || flag2)
        {
            m_ClientFrameTime = m_ClientTimeAccumulator / (float)m_FrameCounter;
            m_RenderFrameTime = m_RenderTimeAccumulator / (float)m_FrameCounter;
            m_MaxFrameTime = m_MaxTimeAccumulator / (float)m_FrameCounter;
        }
        if (flag2)
        {
            m_ClientTimeAccumulator = 0f;
            m_RenderTimeAccumulator = 0f;
            m_MaxTimeAccumulator = 0f;
            m_FrameCounter = 0;
        }
    }
    private static string FormatDb(float vol)
    {
        if (vol == 0f)
        {
            return "-∞ dB";
        }
        return string.Format("{0:F1} dB", 20f * Mathf.Log10(vol));
    }
    public void GameViewStatsGUI()
    {
        GUI.skin = EditorGUIUtility.GetBuiltinSkin(EditorSkin.Scene);
        GUI.color = new Color(1f, 1f, 1f, 0.75f);
        float num = 300f;
        float num2 = 204f;
        int num3 = Network.connections.Length;
        if (num3 != 0)
        {
            num2 += 220f;
        }
        GUILayout.BeginArea(new Rect(Screen.width * position - num - 10f, 27f, num, num2), "Statistics", GUI.skin.window);
        GUILayout.Label("Audio:", sectionHeaderStyle, new GUILayoutOption[0]);
        StringBuilder stringBuilder = new StringBuilder(400);
        float audioLevel = UnityStats.audioLevel;
        stringBuilder.Append("  Level: " + FormatDb(audioLevel) + ((!EditorUtility.audioMasterMute) ? "\n" : " (MUTED)\n"));
        stringBuilder.Append(string.Format("  Clipping: {0:F1}%", 100f * UnityStats.audioClippingAmount));
        GUILayout.Label(stringBuilder.ToString(), new GUILayoutOption[0]);
        GUI.Label(new Rect(170f, 40f, 120f, 20f), string.Format("DSP load: {0:F1}%", 100f * UnityStats.audioDSPLoad));
        GUI.Label(new Rect(170f, 53f, 120f, 20f), string.Format("Stream load: {0:F1}%", 100f * UnityStats.audioStreamLoad));
        GUILayout.Label("Graphics:", sectionHeaderStyle, new GUILayoutOption[0]);
        UpdateFrameTime();
        string text = string.Format("{0:F1} FPS ({1:F1}ms)", 1f / Mathf.Max(m_MaxFrameTime, 1E-05f), m_MaxFrameTime * 1000f);
        GUI.Label(new Rect(170f, 75f, 120f, 20f), text);
        int screenBytes = UnityStats.screenBytes;
        int num4 = UnityStats.dynamicBatchedDrawCalls - UnityStats.dynamicBatches;
        int num5 = UnityStats.staticBatchedDrawCalls - UnityStats.staticBatches;
        StringBuilder stringBuilder2 = new StringBuilder(400);
        if (m_ClientFrameTime > m_RenderFrameTime)
        {
            stringBuilder2.Append(string.Format("  CPU: main <b>{0:F1}</b>ms  render thread {1:F1}ms\n", m_ClientFrameTime * 1000f, m_RenderFrameTime * 1000f));
        }
        else
        {
            stringBuilder2.Append(string.Format("  CPU: main {0:F1}ms  render thread <b>{1:F1}</b>ms\n", m_ClientFrameTime * 1000f, m_RenderFrameTime * 1000f));
        }
        stringBuilder2.Append(string.Format("  Batches: <b>{0}</b> \tSaved by batching: {1}\n", UnityStats.batches, num4 + num5));
        stringBuilder2.Append(string.Format("  Tris: {0} \tVerts: {1} \n", FormatNumber(UnityStats.triangles), FormatNumber(UnityStats.vertices)));
        stringBuilder2.Append(string.Format("  Screen: {0} - {1}\n", UnityStats.screenRes, EditorUtility.FormatBytes(screenBytes)));
        stringBuilder2.Append(string.Format("  SetPass calls: {0} \tShadow casters: {1} \n", UnityStats.setPassCalls, UnityStats.shadowCasters));
        stringBuilder2.Append(string.Format("  Visible skinned meshes: {0}  s: {1}", UnityStats.visibleSkinnedMeshes, UnityStats.visibleAnimations));
        GUILayout.Label(stringBuilder2.ToString(), labelStyle, new GUILayoutOption[0]);
        if (num3 != 0)
        {
            GUILayout.Label("Network:", sectionHeaderStyle, new GUILayoutOption[0]);
            GUILayout.BeginHorizontal(new GUILayoutOption[0]);
            for (int i = 0; i < num3; i++)
            {
                GUILayout.Label(UnityStats.GetNetworkStats(i), new GUILayoutOption[0]);
            }
            GUILayout.EndHorizontal();
        }
        else
        {
            GUILayout.Label("Network: (no players connected)", sectionHeaderStyle, new GUILayoutOption[0]);
        }
        GUILayout.EndArea();
    }
}

### Unity 中 EquipmentInfo 使用方法 在 Unity 游戏开发过程中,`EquipmentInfo` 类通常用于管理装备的信息和属性。这类结构可以被设计成一个自定义类来存储关于角色所穿戴或持有的物品的数据。 #### 定义 `EquipmentInfo` 为了更好地管理和操作装备数据,在 C# 脚本中创建一个新的类文件命名为 `EquipmentInfo.cs` 并定义如下字段: ```csharp using System; [Serializable] public class EquipmentInfo { public string name; public int level; public float attackBoost; public bool isEquipped; } ``` 此段代码展示了如何声明一个简单的 `EquipmentInfo` 结构体[^1]。通过 `[Serializable]` 属性使得该对象可以在 Inspector 面板上显示编辑。 #### 实现基本功能 对于每件装备而言,除了上述基本信息外还可以加入更多特性比如稀有度、描述文字等。下面是一个更完整的例子: ```csharp using UnityEngine; [CreateAssetMenu(fileName = "NewEquip", menuName = "Inventory/Item/Equipment")] public class Equipment : ScriptableObject { [Header("Basic Info")] public string itemName; public Sprite icon; public Rarity rarity; [Header("Stats")] public int strengthBonus; public int agilityBonus; public int intelligenceBonus; private void OnEnable() { // Initialization code here. } } // Enum to represent item rarities public enum Rarity { Common, Uncommon, Rare, Epic, Legendary } ``` 这段脚本不仅扩展了之前提到的基础信息还包括了一些统计数值以及图标资源链接,并且利用了 Unity 提供的 `ScriptableObject` 来方便地实例化不同的装备项[^2]。 #### 应用到游戏逻辑里 当玩家拾取新装备时,可以通过修改对应的 `isEquipped` 值来切换当前使用的武器或防具;同时更新角色状态栏反映最新的能力加成效果。具体实现方式取决于项目的实际需求和个人偏好。
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