using System; using UnityEngine; public class FpsCounter : MonoBehaviour { public void Awake() { if (this.num_sprite_array_ == null) { this.num_sprite_array_ = new UISprite[3]; for (int i = 0; i < this.num_sprite_array_.Length; i++) { this.num_sprite_array_[i] = UTY.GetChildObject(base.gameObject, "Grid/keta" + i.ToString(), false).GetComponent(); } } } public void Start() { this.Awake(); for (int i = 1; i < this.num_sprite_array_.Length; i++) { this.num_sprite_array_[i].spriteName = this.GetSpriteName(0); this.num_sprite_array_[i].gameObject.SetActive(false); } this.back_time_ = Time.realtimeSinceStartup; } public void Update() { this.count_++; float realtimeSinceStartup = Time.realtimeSinceStartup; if (1f < realtimeSinceStartup - this.back_time_) { char[] array = this.count_.ToString().ToCharArray(); Array.Reverse(array); for (int i = 0; i < this.num_sprite_array_.Length; i++) { if (array.Length <= i) { this.num_sprite_array_[i].gameObject.SetActive(false); } else { this.num_sprite_array_[i].spriteName = this.GetSpriteName(array[i]); this.num_sprite_array_[i].gameObject.SetActive(true); } } this.count_ = 0; this.back_time_ = realtimeSinceStartup; } } public string GetSpriteName(int num) { return "cmd2_fps_number" + num.ToString(); } public string GetSpriteName(char num) { return "cmd2_fps_number" + num.ToString(); } private UISprite[] num_sprite_array_; private float back_time_; private int count_; }