Add state count debug info.

This commit is contained in:
2023-01-31 15:54:46 +08:00
parent a1ce459a0e
commit 91f55cd9a3

View File

@@ -237,23 +237,29 @@ namespace Cryville.Crtr {
});
logs.text = _logs.Substring(Mathf.Max(0, _logs.IndexOf('\n', Mathf.Max(0, _logs.Length - 4096))));
var sttext = string.Format(
"FPS: i{0:0} / s{1:0}\nSMem: {2:N0} / {3:N0}\nIMem: {4:N0} / {5:N0}",
1 / Time.deltaTime,
1 / Time.smoothDeltaTime,
"FPS: i{0:0} / s{1:0}\nSMem: {2:N0} / {3:N0}\nIMem: {4:N0} / {5:N0}",
1 / Time.deltaTime,
1 / Time.smoothDeltaTime,
#if UNITY_5_6_OR_NEWER
UnityEngine.Profiling.Profiler.GetMonoUsedSizeLong(),
UnityEngine.Profiling.Profiler.GetMonoHeapSizeLong(),
UnityEngine.Profiling.Profiler.GetTotalAllocatedMemoryLong(),
UnityEngine.Profiling.Profiler.GetTotalReservedMemoryLong()
UnityEngine.Profiling.Profiler.GetMonoUsedSizeLong(),
UnityEngine.Profiling.Profiler.GetMonoHeapSizeLong(),
UnityEngine.Profiling.Profiler.GetTotalAllocatedMemoryLong(),
UnityEngine.Profiling.Profiler.GetTotalReservedMemoryLong()
#else
UnityEngine.Profiling.Profiler.GetMonoUsedSize(),
UnityEngine.Profiling.Profiler.GetMonoHeapSize(),
UnityEngine.Profiling.Profiler.GetTotalAllocatedMemory(),
UnityEngine.Profiling.Profiler.GetTotalReservedMemory()
UnityEngine.Profiling.Profiler.GetMonoUsedSize(),
UnityEngine.Profiling.Profiler.GetMonoHeapSize(),
UnityEngine.Profiling.Profiler.GetTotalAllocatedMemory(),
UnityEngine.Profiling.Profiler.GetTotalReservedMemory()
#endif
);
if (started) {
sttext += string.Format(
"\nStates: c{0} / b{1}",
cbus.ActiveStateCount, bbus.ActiveStateCount
);
sttext += timetext;
if (judge != null) sttext += "\n== Scores ==\n" + judge.GetFullFormattedScoreString();
sttext += timetext;
if (judge != null) sttext += "\n== Scores ==\n" + judge.GetFullFormattedScoreString();
}
status.text = sttext;
}
void OnCameraPostRender(Camera cam) {