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194 行
5.5 KiB
194 行
5.5 KiB
using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.AddressableAssets;
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using UnityEngine.SceneManagement;
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using Object = UnityEngine.Object;
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#if UNITY_EDITOR
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using UnityEditor;
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using UnityEditor.SceneManagement;
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#endif
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namespace BoatAttack
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{
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public class Benchmark : MonoBehaviour
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{
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public List<BenchmarkSettings> settings = new List<BenchmarkSettings>();
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private static BenchmarkSettings _settings;
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//public AssetReference perfStatsUI;
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//public AssetReference perfSummaryUI;
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private void Start()
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{
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SceneManager.sceneLoaded += OnSceneLoaded;
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DontDestroyOnLoad(gameObject);
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LoadBenchmark(settings[0]);
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}
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private void LoadBenchmark(BenchmarkSettings setting)
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{
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settings.RemoveAt(0);
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_settings = setting;
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AppSettings.LoadScene(setting.scene);
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}
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private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
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{
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if (scene.name == _settings.scene)
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{
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switch (_settings.type)
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{
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case BenchmarkType.Track:
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SetupFlyThroughBenchmark();
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break;
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case BenchmarkType.Static:
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SetupStaticBenchmark();
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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}
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private void SetupFlyThroughBenchmark()
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{
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var go = GameObject.FindGameObjectWithTag("benchmark_flythrough");
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}
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private void SetupStaticBenchmark()
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{
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var go = GameObject.FindGameObjectWithTag("benchmark_static");
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}
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public static void EndBenchmark()
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{
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if (_settings.exitOnCompletion)
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{
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AppSettings.ExitGame();
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}
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}
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}
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#if UNITY_EDITOR
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[InitializeOnLoad]
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#endif
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public class BenchmarkTool
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{
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#if UNITY_EDITOR
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static BenchmarkTool()
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{
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EditorApplication.playModeStateChanged += Cleanup;
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}
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[MenuItem("Boat Attack/Benchmark/Island Flythrough")]
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public static void IslandFlyThrough()
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{
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EditorApplication.EnterPlaymode();
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var settings = new BenchmarkSettings("benchmark_island-flythrough",
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4,
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true,
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true,
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true,
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BenchmarkType.Track);
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CreateBenchmark(settings);
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}
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private static void Cleanup(PlayModeStateChange state)
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{
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if (state == PlayModeStateChange.EnteredEditMode)
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{
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var go = GameObject.Find("BenchmarkManager");
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if(go)
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Object.DestroyImmediate(go);
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}
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}
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#endif
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public static void CreateBenchmark(BenchmarkSettings settings)
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{
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var go = new GameObject("BenchmarkManager");
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var bench = go.AddComponent<Benchmark>();
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bench.settings.Add(settings);
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}
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}
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[Serializable]
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public class PerfBasic
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{
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public TestInfo info;
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public float RunTime;
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public int Frames;
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public float AvgMs;
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public float MinMs = Single.PositiveInfinity;
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public float MinMSFrame;
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public float MaxMs = Single.NegativeInfinity;
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public float MaxMSFrame;
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public float[] RawSamples;
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public PerfBasic(int frames)
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{
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Frames = frames;
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info = new TestInfo();
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}
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}
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[Serializable]
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public class TestInfo
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{
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public string Scene;
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public string UnityVersion;
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public string UrpVersion;
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public string BoatAttackVersion;
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public string Platform;
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public string API;
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public string CPU;
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public string GPU;
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public string Os;
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public string Quality;
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public string Resolution;
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public TestInfo()
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{
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Scene = SceneManager.GetActiveScene().name.Replace(" ", "");
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UnityVersion = Application.unityVersion;
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UrpVersion = "N/A";
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BoatAttackVersion = Application.version;
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Platform = Application.platform.ToString().Replace(" ", "");
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API = SystemInfo.graphicsDeviceType.ToString().Replace(" ", "");
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CPU = SystemInfo.processorType.Replace(" ", "");
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GPU = SystemInfo.graphicsDeviceName.Replace(" ", "");
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Os = SystemInfo.operatingSystem.Replace(" ", "");
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Quality = QualitySettings.names[QualitySettings.GetQualityLevel()].Replace(" ", "");
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Resolution = $"{Display.main.renderingWidth}x{Display.main.renderingHeight}";
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}
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}
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[Serializable]
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public enum BenchmarkType
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{
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Track,
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Static
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}
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[Serializable]
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public class BenchmarkSettings
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{
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public string scene = "benchmark_island-flythrough";
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public int runs = 4;
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public bool exitOnCompletion = true;
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public bool warmup = true;
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public bool stats = false;
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public BenchmarkType type;
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public BenchmarkSettings(string scene, int runs, bool exitOnCompletion, bool warmup, bool stats, BenchmarkType type)
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{
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this.scene = scene;
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this.runs = runs;
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this.exitOnCompletion = exitOnCompletion;
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this.warmup = warmup;
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this.stats = stats;
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this.type = type;
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}
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}
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}
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