diff Orchestland/Assets/LeapMotion/Widgets/Scripts/Utils/FrameRateControls.cs @ 1:f7675884f2a1

Add Orchestland project
author Daiki OYAKAWA <e135764@ie.u-ryukyu.ac.jp>
date Fri, 17 Jul 2015 23:09:20 +0900
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--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/Orchestland/Assets/LeapMotion/Widgets/Scripts/Utils/FrameRateControls.cs	Fri Jul 17 23:09:20 2015 +0900
@@ -0,0 +1,67 @@
+´╗┐using UnityEngine;
+using System.Collections;
+
+/// <summary>
+/// Provides control of target frame rate.
+/// </summary>
+/// <remarks>
+/// This utility is useful for verifying frame-rate independence of behaviors.
+/// </remarks>
+public class FrameRateControls : MonoBehaviour {
+  public int targetRenderRate = 60; // must be > 0
+  public int targetRenderRateStep = 1;
+  public int fixedPhysicsRate = 50; // must be > 0
+  public int fixedPhysicsRateStep = 1;
+  public KeyCode physicsI = KeyCode.RightShift;
+  public KeyCode decrease = KeyCode.DownArrow;
+  public KeyCode increase = KeyCode.UpArrow;
+  public KeyCode resetAll = KeyCode.Delete;
+
+	// Use this for initialization
+	void Awake () {
+		if (QualitySettings.vSyncCount != 0) {
+			Debug.Log("vSync will override target frame rate");
+			return;
+		}
+
+    Application.targetFrameRate = targetRenderRate;
+    Time.fixedDeltaTime = 1f/((float)fixedPhysicsRate);
+	}
+	
+	// Update is called once per frame
+	void Update () {
+    if (Input.GetKey (physicsI)) {
+      if (Input.GetKeyDown (decrease)) {
+        if (fixedPhysicsRate > fixedPhysicsRateStep) {
+          fixedPhysicsRate -= fixedPhysicsRateStep;
+          Time.fixedDeltaTime = 1f/((float)fixedPhysicsRate);
+        }
+      }
+      if (Input.GetKeyDown (increase)) {
+        fixedPhysicsRate += fixedPhysicsRateStep;
+        Time.fixedDeltaTime = 1f/((float)fixedPhysicsRate);
+      }
+    } else {
+      if (Input.GetKeyDown (decrease)) {
+        if (targetRenderRate > targetRenderRateStep) {
+          targetRenderRate -= targetRenderRateStep;
+          Application.targetFrameRate = targetRenderRate;
+        }
+      }
+      if (Input.GetKeyDown (increase)) {
+        targetRenderRate += targetRenderRateStep;
+        Application.targetFrameRate = targetRenderRate;
+      }
+    }
+    if (Input.GetKeyDown (resetAll)) {
+      Reset();
+    }
+  }
+
+  public void Reset() {
+    targetRenderRate = 60;
+    fixedPhysicsRate = 50;
+    Application.targetFrameRate = -1;
+    Time.fixedDeltaTime = 0.02f;
+  }
+}