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- namespace Shapes2D {
- using UnityEngine;
- using System.Collections;
- using System.Collections.Generic;
- public class Spawner : MonoBehaviour {
- public GameObject prefab;
- float interval = 0.000001f;
- int count = 50;
- bool dynamic = true;
- bool optimizePolygons = true;
- int shapeType = 0;
- bool randomStyle = true;
- float timer;
- int spawned;
- bool done;
- float scale = 1;
- List<Shape> shapes = new List<Shape>();
- float deltaTime = 0.0f;
- // Use this for initialization
- void Start () {
- // Profiler.maxNumberOfSamplesPerFrame = 8000000;
- }
- void OnGUI() {
- // fps counter from http://wiki.unity3d.com/index.php?title=FramesPerSecond
- int w = Screen.width, h = Screen.height;
- GUIStyle style = new GUIStyle();
- Rect rect = new Rect(10, h - h * 2 / 100 - 10, w, h * 2 / 100);
- style.alignment = TextAnchor.UpperLeft;
- style.fontSize = h * 2 / 100;
- style.normal.textColor = Color.white;
- float msec = deltaTime * 1000.0f;
- float fps = 1.0f / deltaTime;
- string text = string.Format("{0:0.0} ms ({1:0.} fps)", msec, fps);
- GUI.Label(rect, text, style);
- GUI.Box(new Rect(0, 0, 300, 400), "Shapes2D Stress Test");
- Vector2 offset = new Vector2(10, 30);
- GUI.Label(new Rect(offset.x, offset.y, 200, 20), "# of shapes to spawn (" + count + "):");
- offset.y += 30;
- count = (int) GUI.HorizontalSlider(new Rect(offset.x, offset.y, 100, 20), count, 1, 5000);
- offset.y += 30;
- dynamic = GUI.Toggle(new Rect(offset.x, offset.y, 100, 20), dynamic, "Dynamic");
- offset.y += 30;
- optimizePolygons = GUI.Toggle(new Rect(offset.x, offset.y, 200, 20), optimizePolygons, "Optimize Polygons");
- offset.y += 30;
- GUI.Label(new Rect(offset.x, offset.y, 275, 20), "Shape Type (0 = Test Shape, 1 = random) (" + shapeType + ")");
- offset.y += 30;
- shapeType = (int) GUI.HorizontalSlider(new Rect(offset.x, offset.y, 100, 20), shapeType, 0, 16);
- offset.y += 30;
- randomStyle = GUI.Toggle(new Rect(offset.x, offset.y, 100, 20), randomStyle, "Random Style");
- offset.y += 30;
- GUI.Label(new Rect(offset.x, offset.y, 200, 20), "Scale (" + scale + ")");
- offset.y += 30;
- scale = GUI.HorizontalSlider(new Rect(offset.x, offset.y, 100, 20), scale, 0.1f, 5f);
- offset.y += 30;
- if (GUI.Button(new Rect(offset.x, offset.y, 100, 40), "Restart")) {
- for (int i = 0; i < transform.childCount; i++) {
- transform.GetChild(i).gameObject.SetActive(false);
- Destroy(transform.GetChild(i).gameObject);
- }
- timer = 0;
- spawned = 0;
- done = false;
- shapes.Clear();
- }
- offset.y += 50;
- }
- // Update is called once per frame
- void Update () {
- deltaTime += (Time.deltaTime - deltaTime) * 0.1f;
-
- if (dynamic) {
- float outline = (Mathf.Cos(Time.timeSinceLevelLoad * 5) + 1) / 2 * (scale / 4);
- for (int i = 0; i < shapes.Count; i++)
- shapes[i].settings.outlineSize = outline;
- }
- if (done)
- return;
- timer += Time.deltaTime;
- while (timer >= interval) {
- timer -= interval;
- if (spawned < count) {
- float spread = Camera.main.orthographicSize;
- GameObject go = Instantiate(prefab);
- go.transform.SetParent(transform);
- go.transform.position = transform.position
- + new Vector3(Random.Range(-spread, spread), Random.Range(-spread, spread), 0);
- go.transform.rotation = Quaternion.Euler(0, 0, Random.Range(0, 360));
- go.SetActive(true);
- go.transform.localScale = new Vector3(scale, scale, 1);
- spawned ++;
- Shape shape = go.GetComponent<Shape>();
- if (!shape)
- continue;
- shapes.Add(shape);
- if (shapeType == 1) {
- shape.settings.shapeType = (ShapeType) Random.Range(0, 4);
- if (shape.settings.shapeType == ShapeType.Polygon)
- shape.settings.polygonPreset = (PolygonPreset) Random.Range(1, 13);
- } else {
- if (shapeType == 2)
- shape.settings.shapeType = ShapeType.Rectangle;
- if (shapeType == 3)
- shape.settings.shapeType = ShapeType.Ellipse;
- if (shapeType == 4)
- shape.settings.shapeType = ShapeType.Triangle;
- if (shapeType >= 5) {
- shape.settings.shapeType = ShapeType.Polygon;
- shape.settings.polygonPreset = (PolygonPreset) (shapeType - 4);
- }
- }
- if (randomStyle) {
- shape.settings.outlineColor = Random.ColorHSV(0, 1, 0, 1, 0, 1, 0.25f, 1);
- shape.settings.fillColor = Random.ColorHSV(0, 1, 0, 1, 0, 1, 0.25f, 1);
- shape.settings.fillColor2 = Random.ColorHSV(0, 1, 0, 1, 0, 1, 0.25f, 1);
- shape.settings.fillType = (FillType) Random.Range(0, 7);
- shape.settings.lineSize = Random.Range(scale * 0.01f, scale * 0.5f);
- shape.settings.gridSize = Random.Range(scale * 0.01f, scale * 0.5f);
- shape.settings.gradientType = (GradientType) Random.Range(0, 3);
- shape.settings.gradientAxis = (GradientAxis) Random.Range(0, 2);
- shape.settings.gradientStart = Random.Range(0f, 1f);
- shape.settings.triangleOffset = Random.Range(0f, 1f);
- shape.settings.fillRotation = Random.Range(0f, 360f);
- shape.settings.fillOffset = new Vector2(Random.Range(0, scale), Random.Range(0, scale));
- shape.settings.roundness = Random.Range(0, scale / 2);
- if (Random.Range(0, 2) == 1)
- shape.settings.blur = Random.Range(0, scale / 8);
- shape.settings.outlineSize = Random.Range(0, scale / 4);
- }
- if (shape.settings.shapeType == ShapeType.Polygon)
- shape.settings.usePolygonMap = optimizePolygons;
- } else {
- done = true;
- }
- }
- }
- }
- }
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