Files
ichni_Official/Assets/Feel/MMTools/Accessories/MMPerformance/MMFPSUnlock.cs
SoulliesOfficial d4e860fa16 initial
2025-06-03 02:42:28 -04:00

149 lines
4.9 KiB
C#

using UnityEngine;
#if ENABLE_INPUT_SYSTEM && !ENABLE_LEGACY_INPUT_MANAGER
using UnityEngine.InputSystem;
#endif
using UnityEngine.Rendering;
namespace MoreMountains.Tools
{
/// <summary>
/// Add this component to any object and it'll set the target frame rate and vsync count. Note that vsync count must be 0 for the target FPS to work.
/// </summary>
[AddComponentMenu("More Mountains/Tools/Performance/MMFPSUnlock")]
public class MMFPSUnlock : MonoBehaviour
{
/// the target FPS you want the game to run at, that's up to how many times Update will run every second
[Tooltip("the target FPS you want the game to run at, that's up to how many times Update will run every second")]
public int TargetFPS = 300;
/// the number of frames to wait before rendering the next one. 0 will render every frame, 1 will render every 2 frames, 5 will render every 5 frames, etc
[Tooltip("the number of frames to wait before rendering the next one. 0 will render every frame, 1 will render every 2 frames, 5 will render every 5 frames, etc")]
public int RenderFrameInterval = 0;
[Range(0, 2)]
/// whether vsync should be enabled or not (on a 60Hz screen, 1 : 60fps, 2 : 30fps, 0 : don't wait for vsync)
[Tooltip("whether vsync should be enabled or not (on a 60Hz screen, 1 : 60fps, 2 : 30fps, 0 : don't wait for vsync)")]
public int VSyncCount = 0;
/// if this is true, the user can press a number key to change the target FPS (1 : 10fps, 2 : 20fps, etc)
[Tooltip("if this is true, the user can press a number key to change the target FPS (1 : 10fps, 2 : 20fps, etc)")]
public bool EnableNumberShortcuts = false;
/// <summary>
/// On start we change our target fps and vsync settings
/// </summary>
protected virtual void Start()
{
UpdateSettings();
}
/// <summary>
/// On update we check for input if needed
/// </summary>
protected virtual void Update()
{
HandleInput();
}
/// <summary>
/// When a value gets changed in the editor, we update our settings
/// </summary>
protected virtual void OnValidate()
{
UpdateSettings();
}
/// <summary>
/// Updates the target frame rate value and vsync count setting
/// </summary>
protected virtual void UpdateSettings()
{
QualitySettings.vSyncCount = VSyncCount;
Application.targetFrameRate = TargetFPS;
OnDemandRendering.renderFrameInterval = RenderFrameInterval;
}
/// <summary>
/// Checks for presses on 0-9 keys and changes the target FPS accordingly
/// </summary>
protected virtual void HandleInput()
{
if (!EnableNumberShortcuts)
{
return;
}
bool input;
#if ENABLE_INPUT_SYSTEM && !ENABLE_LEGACY_INPUT_MANAGER
input = Keyboard.current[Key.Digit0].wasPressedThisFrame;
#else
input = Input.GetKeyDown(KeyCode.Keypad0);
#endif
if (input) { TargetFPS = 300; UpdateSettings(); }
#if ENABLE_INPUT_SYSTEM && !ENABLE_LEGACY_INPUT_MANAGER
input = Keyboard.current[Key.Digit1].wasPressedThisFrame;
#else
input = Input.GetKeyDown(KeyCode.Keypad1);
#endif
if (input) { TargetFPS = 10; UpdateSettings(); }
#if ENABLE_INPUT_SYSTEM && !ENABLE_LEGACY_INPUT_MANAGER
input = Keyboard.current[Key.Digit2].wasPressedThisFrame;
#else
input = Input.GetKeyDown(KeyCode.Keypad2);
#endif
if (input) { TargetFPS = 20; UpdateSettings(); }
#if ENABLE_INPUT_SYSTEM && !ENABLE_LEGACY_INPUT_MANAGER
input = Keyboard.current[Key.Digit3].wasPressedThisFrame;
#else
input = Input.GetKeyDown(KeyCode.Keypad3);
#endif
if (input) { TargetFPS = 30; UpdateSettings(); }
#if ENABLE_INPUT_SYSTEM && !ENABLE_LEGACY_INPUT_MANAGER
input = Keyboard.current[Key.Digit4].wasPressedThisFrame;
#else
input = Input.GetKeyDown(KeyCode.Keypad4);
#endif
if (input) { TargetFPS = 40; UpdateSettings(); }
#if ENABLE_INPUT_SYSTEM && !ENABLE_LEGACY_INPUT_MANAGER
input = Keyboard.current[Key.Digit5].wasPressedThisFrame;
#else
input = Input.GetKeyDown(KeyCode.Keypad5);
#endif
if (input) { TargetFPS = 50; UpdateSettings(); }
#if ENABLE_INPUT_SYSTEM && !ENABLE_LEGACY_INPUT_MANAGER
input = Keyboard.current[Key.Digit6].wasPressedThisFrame;
#else
input = Input.GetKeyDown(KeyCode.Keypad6);
#endif
if (input) { TargetFPS = 60; UpdateSettings(); }
#if ENABLE_INPUT_SYSTEM && !ENABLE_LEGACY_INPUT_MANAGER
input = Keyboard.current[Key.Digit7].wasPressedThisFrame;
#else
input = Input.GetKeyDown(KeyCode.Keypad7);
#endif
if (input) { TargetFPS = 70; UpdateSettings(); }
#if ENABLE_INPUT_SYSTEM && !ENABLE_LEGACY_INPUT_MANAGER
input = Keyboard.current[Key.Digit8].wasPressedThisFrame;
#else
input = Input.GetKeyDown(KeyCode.Keypad8);
#endif
if (input) { TargetFPS = 80; UpdateSettings(); }
#if ENABLE_INPUT_SYSTEM && !ENABLE_LEGACY_INPUT_MANAGER
input = Keyboard.current[Key.Digit9].wasPressedThisFrame;
#else
input = Input.GetKeyDown(KeyCode.Keypad9);
#endif
if (input) { TargetFPS = 90; UpdateSettings(); }
}
}
}