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- using System.Collections;
- using UnityEngine;
- using UnityEngine.AdaptivePerformance;
-
- public class PerformanceModeControl : MonoBehaviour
- {
- public SampleFactory objectFactory;
-
- IAdaptivePerformance m_AP;
- int m_OriginalLimitCount;
-
- void OnPerformanceModeEvent(PerformanceMode performanceMode)
- {
- switch (performanceMode)
- {
- case PerformanceMode.Optimize:
- case PerformanceMode.CPU:
- case PerformanceMode.GPU:
- objectFactory.LimitCount = m_OriginalLimitCount;
- break;
- case PerformanceMode.Unknown:
- objectFactory.LimitCount = m_OriginalLimitCount / 10;
- break;
- case PerformanceMode.Standard:
- objectFactory.LimitCount = m_OriginalLimitCount / 4;
- break;
- case PerformanceMode.Battery:
- objectFactory.LimitCount = m_OriginalLimitCount / 25;
- break;
- }
- }
-
- void Start()
- {
- m_AP = Holder.Instance;
- if (m_AP == null)
- {
- Debug.Log("[Performance Mode Control] Warning Adaptive Performance Manager was not found and does not report");
- return;
- }
-
- m_OriginalLimitCount = objectFactory.LimitCount;
- m_AP.PerformanceModeStatus.PerformanceModeEvent += OnPerformanceModeEvent;
- OnPerformanceModeEvent(m_AP.PerformanceModeStatus.PerformanceMode);
-
- StartCoroutine(TestTimeout());
- }
-
- IEnumerator TestTimeout()
- {
- while (true)
- {
- yield return new WaitForSeconds(300);
- #if UNITY_EDITOR
- UnityEditor.EditorApplication.isPlaying = false;
- #else
- Application.Quit();
- #endif
- }
- }
- }
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