Unity3D美术特效分析工具

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在游戏性能优化阶段,对美术性能的优化是必不可少的。

为了给美术一个比较直观的分析结果,故此编写了一个分析工具脚本,只需要将需要分析的特效拖入其中即可。

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.IO;
using System;

/// <summary>
/// 循环创建获得特效的数据
/// 设计:每个特效跑10遍,取中间值
/// </summary>
public class ArParticlesTool : MonoBehaviour
{
    /// <summary>
    /// 特效参数
    /// </summary>
    class Particles
    {
        public float loadTime;//加载时间
        public float creatTime;//创建时间
        public int maxBatches;//最大渲染批次
        public int averageBatches;//平均渲染批次
        public float maxBatchesTime;//最大渲染批次时间
        public int maxTris;//最大顶点数
        public int averageTris;//平均顶点数
        public int maxVerts;//最大面数
        public int averageVerts;//平均面数
    }

    public List<GameObject> objPool;



    // Start is called before the first frame update
    void Start()
    {
        StartCoroutine(CreatParticles());
    }   
      

    List<Particles> parList = new List<Particles>();
    int creatID = 0;//创建特效的ID
    string str = "";
    List<int> startStats = new List<int>();
    bool isDebug = false;
    float startTime = 0;
    float maxTime = 0;
    int maxB = 0;
    int maxT = 0;
    int maxV = 0;
    List<int> batches = new List<int>();
    List<int> tris = new List<int>();
    List<int> verts = new List<int>();

    /// <summary>
    /// 创建特效
    /// </summary>
    /// <returns></returns>
    IEnumerator CreatParticles()
    {
        yield return new WaitForSeconds(5f);
        if (startStats.Count == 0)
        {
            //初始化
            str += "特效名,(Win)初次加载时间(微秒),(Win)创建时间(微秒),最大渲染批次,平均渲染批次,最大渲染批次时间,最大顶点数,平均顶点数,最大面数,平均面数\n";
            startStats.Add(UnityStats.triangles);
            startStats.Add(UnityStats.vertices);
            startStats.Add(UnityStats.batches);
        }

        if (creatID < objPool.Count)
        {
            isDebug = true;
            startTime = Time.time; maxTime = 0; maxB = 0; maxT = 0; maxV = 0;
            batches.Clear();
            tris.Clear();
            verts.Clear();
            var _startT = TimeStampLongTicks();
            //创建下一个预制体
            var _obj = Instantiate(objPool[creatID]);
            var _f = GetTimestamp(TimeStampLongTicks() - _startT);

            Particles _p = new Particles();
            if (parList.Count == 0) _p.loadTime = _f;
            else _p.creatTime = _f;

            StartCoroutine(EndCreat(_obj, _p));
            StartCoroutine(CreatParticles());
        }
        else
        {
            SaveStats();
        }
      
    }

    // Update is called once per frame
    void FixedUpdate()
    {
        if (isDebug)
        {
            var _dis = UnityStats.batches - startStats[2];
            if (_dis > 0)
            {
                batches.Add(_dis);
                var _t = UnityStats.triangles - startStats[0];
                tris.Add(_t);
                var _v = UnityStats.vertices - startStats[1];
                verts.Add(_v);
                if (_dis > maxB)
                {
                    maxB = _dis;
                    maxTime = Time.time - startTime;
                }
                if (_t > maxT) maxT = _t;
                if (_v > maxV) maxV = _v;
            }           
        }
    }

    /// <summary>
    /// 结束创建
    /// </summary>
    /// <returns></returns>
    IEnumerator EndCreat(GameObject _obj,Particles _p)
    {       
        yield return new WaitForSeconds(3f);
        isDebug = false;
        DestroyImmediate(_obj);
        _p.maxTris = maxT; _p.maxVerts = maxV;
        _p.averageBatches = GetAverage(batches);
        _p.averageTris = GetAverage(tris);
        _p.averageVerts = GetAverage(verts);
        _p.maxBatches = maxB;_p.maxBatchesTime = maxTime;
        parList.Add(_p);
        Debug.Log("结束记录" + maxB + "  " + maxTime + "  " + maxT + "  " + maxV);

        var _max = 10;
        if (parList.Count >= _max)
        {
            var _l = 0f; var _c = 0f;
            var _mB = 0; var _aB = 0; var _mBf = 0f;
            var _mT = 0; var _aT = 0;
            var _mV = 0; var _aV = 0;
            var _a = 0;
            //总结
            foreach (var idx in parList)
            {
                if (idx.loadTime > 0) _l = idx.loadTime;
                _c += idx.creatTime;
                if (idx.maxBatches > 0)
                {
                    _a++;
                    _mB += idx.maxBatches;
                    _aB += idx.averageBatches;
                    _mBf += idx.maxBatchesTime;
                    _mT += idx.maxTris;
                    _aT += idx.averageTris;
                    _mV += idx.maxVerts;
                    _aV += idx.averageVerts;
                }               
            }
            _a = Mathf.Clamp(_a, 1, _max);

            str += objPool[creatID].name + ","
                + _l + "," + (int)(_c / (parList.Count - 1) * 100) / 100 + ","
                + _mB / _a + "," + _aB / _a + "," + _mBf / _a + "," +
                 +_mT / _a + "," + _aT / _a + "," +
                  +_mV / _a + "," + _aV / _a + "," +
                 "\n";

            parList.Clear();
            creatID++;
            Debug.LogError(str);
        }

    }

    int GetAverage(List<int> _list)
    {
        var _t = 0;
        foreach (var _i in _list) _t += _i;
        var _f = Mathf.Clamp(_list.Count, 1, 10000);
        return _t / _f;
    }


    void SaveStats()
    {
        AssetDatabase.Refresh();
        Directory.CreateDirectory("Assets/TablesOther");
        using (StreamWriter writer = File.CreateText("Assets/TablesOther/表格.csv"))
            writer.Write(str);
        AssetDatabase.Refresh();
        Debug.Log(gameObject.name + "转表完毕");
    }

    /// <summary>
    /// 转换时间戳 
    /// </summary>
    /// <returns></returns>
    public long TimeStampLongTicks()
    {
        DateTime startTime = TimeZone.CurrentTimeZone.ToLocalTime(new System.DateTime(1970, 1, 1, 0, 0, 0, 0));
        return (DateTime.Now.Ticks - startTime.Ticks);
    }
    /// <summary>
    /// 获得纳秒
    /// </summary>
    /// <returns></returns>
    public int GetTimestamp(long _t)
    {        
        return (int)_t/10;
    }

}

为了比较准确的结果,建议在跑分的过程中,不要开关其他软件,以保证比较稳定的运行环境。

打印结果如下图所示:

 

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