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- LuaState = LuaState or BaseClass(BaseView)
- function LuaState:__init()
- self.base_file = "luaState"
- self.layout_file = "luaState"
- self.layer_name = "Top"
-
- self.all_count = 0
- self.all_fps = 0
- self.server_list = {}
- self.load_callback = function ()
- self:LoadSuccess()
- self:InitEvent()
-
- end
- self.open_callback = function ()
- end
- self.close_callback = function ()
- end
- self.destroy_callback = function ()
- self:Remove()
- end
- end
-
-
- function LuaState:Remove()
- if self.update_id then
- GlobalEventSystem:UnBind(self.update_id)
- self.update_id = nil
- end
- if self.story_start_id then
- GlobalEventSystem:UnBind(self.story_start_id)
- self.story_start_id = nil
- end
- if self.story_finish_id then
- GlobalEventSystem:UnBind(self.story_finish_id)
- self.story_finish_id = nil
- end
- if self.scene_complete_id then
- GlobalEventSystem:UnBind(self.scene_complete_id)
- self.scene_complete_id = nil
- end
- end
-
- function LuaState:LoadSuccess()
- self.transform.localPosition = Vector3(-ScreenWidth / 2 + 500, ScreenHeight/2)
- self.memText = self:GetChild("memText"):GetComponent("Text")
-
- end
-
- function LuaState:Update(now_time, elapse_time)
- self:SetContent()
- end
-
- function LuaState:SetContent()
- self.all_count = self.all_count + 1
- self.all_fps = self.all_fps + LuaFPS.FPS
- local temp_str = string.format("mem: %.0f k\nmemlevel: %d\nfps: %d\navgfps: %.1f", collectgarbage("count"), SystemMemoryLevel.Cur, LuaFPS.FPS, self.all_fps/self.all_count)
- -- local role_angle = MainRole.role_from_camera_angle or 0
- -- local camera_angle = MainRole.camera_cur_angle or 0
- -- local temp_str = string.format("mem: %.0f k\nmemlevel: %d\nrole: %d\ncamera: %.1f", collectgarbage("count"), SystemMemoryLevel.Cur, role_angle, camera_angle)
- self.memText.text = "<color='#00ff00'>"..temp_str.."</color>"
- end
-
- function LuaState:InitEvent()
- local function onUpdate()
- self:SetContent()
- end
- self.update_id = GlobalEventSystem:Bind(EventName.SET_FPS,onUpdate)
- onUpdate()
-
- local function on_reset( )
- self.all_count = 0
- self.all_fps = 0
- self:SetContent()
- end
- self.scene_complete_id = GlobalEventSystem:Bind(EventName.SCENE_LOAD_VIEW_COMPLETE, on_reset)
- -- local function onStoryStart()
- -- local UI = panelMgr:GetParent("UI")
- -- self.transform:SetParent(UI)
- -- SetLocalScale(self.transform)
- -- SetAnchoredPosition(self.transform, -310,340)
- -- end
- -- self.story_start_id = GlobalEventSystem:Bind(EventName.STORY_START,onStoryStart)
-
- -- local function onStoryFinish()
- -- local Top = panelMgr:GetParent("Top")
- -- self.transform:SetParent(Top)
- -- SetLocalScale(self.transform)
- -- SetAnchoredPosition(self.transform, -310,340)
- -- end
- -- self.story_finish_id = GlobalEventSystem:Bind(EventName.STORY_FINISH,onStoryFinish)
- end
- -- function LuaState:SetContent()
- -- local str = [[
- -- <color="#00ff00">FPS:{0}</color>
- -- dc:{1}
- -- batch:{2}
- -- tri:{3}
- -- ver:{4}
- -- dbDC:{5}
- -- dbt:{6}
- -- ]]
- -- local u_stats = UnityEditor.UnityStats
- -- self.memText.text = string.format("lua mem:%.2fk\n", collectgarbage("count")) .. Language.substitute(str, LuaFPS.FPS, u_stats.drawCalls, u_stats.batches,
- -- u_stats.triangles, u_stats.vertices, u_stats.dynamicBatchedDrawCalls, u_stats.dynamicBatches)
- -- end
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