Files
SVSimServer/SVSim.BattleEngine/Engine/FramerateProfiler.cs
gamer147 957af3d1ec feat(battle-engine): full Unity/VFX/god-object shims + expanded copy closure (2570 files)
Authored Unity primitive/object-model shim, VFX layer (control-flow-preserving, InstantVfx never invokes its action -- headless suppression), god-object stubs (GameMgr/EffectMgr/UIManager with faithfully-extracted nested enums), View/UI/Touch tree, LitJson+BetterList+Tuple copied, third-party stubs. Discovered Roslyn header-error masking: fixing class-header type errors unmasks body references, so the true copy closure is ~2570 files (was 782 under masking). Errors: masked-25720 -> 268; our shim files compile clean. Remaining: ~50 residual shim/external types, 24 NGUI UI-base overrides, static-type fixes, plus likely 1-2 more unmask waves.
2026-06-05 17:22:20 -04:00

52 lines
856 B
C#

using UnityEngine;
internal class FramerateProfiler
{
private float _lastTime;
private int _lastFrame;
private float _fps;
private bool _hasValue;
private const float MEASURE_RANGE = 5f;
public const int FPS_GOOD = 30;
public const int FPS_BAD = 20;
public float? Fps
{
get
{
if (_hasValue)
{
return _fps;
}
return null;
}
}
public void Init()
{
_lastTime = Time.realtimeSinceStartup;
_lastFrame = Time.frameCount;
_fps = 30f;
}
public void Update()
{
float realtimeSinceStartup = Time.realtimeSinceStartup;
float num = realtimeSinceStartup - _lastTime;
if (num >= 5f)
{
int num2 = Time.frameCount - _lastFrame;
_fps = (float)num2 / num;
_lastTime = realtimeSinceStartup;
_lastFrame = Time.frameCount;
_hasValue = true;
}
}
}