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