Boat Attack使用了Universal RP的许多新图形功能,可以用于探索 Universal RP 的使用方式和技巧。
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5.6 KiB

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