@ -0,0 +1,73 @@
|
||||
# This .gitignore file should be placed at the root of your Unity project directory
|
||||
#
|
||||
# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore
|
||||
#
|
||||
/[Ll]ibrary/
|
||||
/[Tt]emp/
|
||||
/[Oo]bj/
|
||||
/[Bb]uild/
|
||||
/[Bb]uilds/
|
||||
/[Ll]ogs/
|
||||
/[Uu]ser[Ss]ettings/
|
||||
|
||||
# MemoryCaptures can get excessive in size.
|
||||
# They also could contain extremely sensitive data
|
||||
/[Mm]emoryCaptures/
|
||||
|
||||
# Recordings can get excessive in size
|
||||
/[Rr]ecordings/
|
||||
|
||||
# Uncomment this line if you wish to ignore the asset store tools plugin
|
||||
# /[Aa]ssets/AssetStoreTools*
|
||||
|
||||
# Autogenerated Jetbrains Rider plugin
|
||||
/[Aa]ssets/Plugins/Editor/JetBrains*
|
||||
|
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# Visual Studio cache directory
|
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.vs/
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# Gradle cache directory
|
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.gradle/
|
||||
|
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# Autogenerated VS/MD/Consulo solution and project files
|
||||
ExportedObj/
|
||||
.consulo/
|
||||
*.csproj
|
||||
*.unityproj
|
||||
*.sln
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||||
*.suo
|
||||
*.tmp
|
||||
*.user
|
||||
*.userprefs
|
||||
*.pidb
|
||||
*.booproj
|
||||
*.svd
|
||||
*.pdb
|
||||
*.mdb
|
||||
*.opendb
|
||||
*.VC.db
|
||||
|
||||
# Unity3D generated meta files
|
||||
*.pidb.meta
|
||||
*.pdb.meta
|
||||
*.mdb.meta
|
||||
|
||||
# Unity3D generated file on crash reports
|
||||
sysinfo.txt
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# Builds
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*.apk
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*.aab
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*.unitypackage
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*.unitypackage.meta
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*.app
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crashlytics-build.properties
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/[Aa]ssets/[Ss]treamingAssets/aa/*
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"Microsoft.VisualStudio.Workload.ManagedGame"
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@ -0,0 +1,43 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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public class FPSDisplay : MonoBehaviour
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// Start is called before the first frame update
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float timeLeft;
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string fpsFormat;
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public Text fff;
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void Start()
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{
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timeLeft = updateInterval;
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}
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// Update is called once per frame
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void Update()
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{
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timeLeft -= Time.deltaTime;
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accum += Time.timeScale / Time.deltaTime;
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++frames;
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if (timeLeft <= 0)
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{
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float fps = accum / frames;
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fpsFormat = System.String.Format("{0:F2} FPS", fps); // 保留两位小数
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//Debug.LogError(fpsFormat);
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timeLeft = updateInterval;
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accum = 0f;
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frames = 0;
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fff.text = fpsFormat;
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