Version: 2022.3

ProfilerWindow

class in UnityEditor

/

继承自:EditorWindow


实现接口:IHasCustomMenu

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描述

Use the ProfilerWindow class for interactions with the Profiler Window such as checking which frame it currently shows and controlling the selected Profiler sample in the CPU or GPU Usage Modules.

静态变量

cpuModuleIdentifierThe identifier of the CPU Usage Profiler module.
gpuModuleIdentifierThe identifier of the GPU Usage Profiler module.

变量

firstAvailableFrameIndexThe index of the first frame available in the Profiler Window, or -1 if no frames are available.
lastAvailableFrameIndexThe index of the last frame available in the Profiler Window, or -1 if no frames are available.
selectedFrameIndexThe zero-based index of the frame currently selected in the Profiler Window.
selectedModuleIdentifierThe identifier of the Profiler module that is currently selected in the Profiler Window, or null if no Module is currently selected.

公共函数

GetFrameTimeViewSampleSelectionControllerRetrieves an IProfilerFrameTimeSampleSelectionController object that you can use to control the selection in Profiler modules that are displaying timing information of Profiler Samples, such as the CPU Usage module and the GPU Usage Profiler module.
SelectAndStayOnLatestFrameSelects the newest frame that was profiled and if newer frames are profiled or loaded into the profiler window, the Profiler Window will keep showing the newest frame of these.

Events

SelectedFrameIndexChangedCalls the methods in its invocation list when the Profiler window’s selected frame index changes.

继承的成员

静态变量

focusedWindow当前已获得键盘焦点的 EditorWindow。(只读)
mouseOverWindow当前在鼠标光标下的 EditorWindow。(只读)

变量

autoRepaintOnSceneChange窗口是否会在场景每次发生变化时自动重绘?
dataModeControllerAn instance of IDataModeController to handle DataMode functionalities for the current window.
dockedReturns true if EditorWindow is docked.
hasFocusReturns true if EditorWindow is focused.
hasUnsavedChangesThis property specifies whether the Editor prompts the user to save or discard unsaved changes before the window closes.
maximized此窗口是否已最大化?
maxSizeThe maximum size of this window when it is floating or modal. The maximum size is not used when the window is docked.
minSizeThe minimum size of this window when it is floating or modal. The minimum size is not used when the window is docked.
overlayCanvasThe OverlayCanvas for this window.
position窗口在屏幕空间中的理想位置。
rootVisualElement获取窗口层级视图的根视觉元素。
saveChangesMessageThe message that displays to the user if they are prompted to save
titleContent用于绘制 EditorWindow 标题的 GUIContent。
wantsLessLayoutEventsSpecifies whether a layout pass is performed before all user events (for example, EventType.MouseDown or [[EventType, KeyDown]]), or is only performed before repaint events.
wantsMouseEnterLeaveWindow检查是否已在此编辑器窗口的 GUI 中收到 MouseEnterWindow 和 MouseLeaveWindow 事件。
wantsMouseMove检查是否已在此编辑器窗口的 GUI 中收到 MouseMove 事件。
hideFlags该对象应该隐藏、随场景一起保存还是由用户修改?
name对象的名称。

公共函数

BeginWindows标记所有弹出窗口的开始区域。
Close关闭编辑器窗口。
DiscardChangesDiscards unsaved changes to the contents of the window.
EndWindows关闭由 EditorWindow.BeginWindows 开始的窗口组。
Focus将键盘焦点移动到另一个 EditorWindow。
GetExtraPaneTypes获取与窗口关联的额外窗格。
RemoveNotification停止显示通知消息。
Repaint重绘窗口。
SaveChangesPerforms a save action on the contents of the window.
SendEvent将事件发送到窗口。
Show显示 EditorWindow 窗口。
ShowAsDropDown显示包含下拉菜单和样式的窗口。
ShowAuxWindow在辅助窗口中显示编辑器窗口。
ShowModal显示模态编辑器窗口。
ShowModalUtilityShows the EditorWindow as a floating modal window.
ShowNotification显示通知消息。
ShowPopup使用弹出式框架显示编辑器窗口。
ShowUtility将 EditorWindow 显示为浮动实用程序窗口。
TryGetOverlayGet an Overlay with matching ID from an EditorWindow canvas.
GetInstanceIDGets the instance ID of the object.
ToString返回对象的名称。

受保护的函数

OnBackingScaleFactorChangedCalled when the UI scaling for this EditorWindow is changed.

静态函数

CreateWindow创建类型为 T 的 EditorWindow。
FocusWindowIfItsOpen聚焦发现的第一个指定类型的 EditorWindow(如果已打开)。
GetWindowReturns the first EditorWindow of type windowType which is currently on the screen.
GetWindowWithRect返回当前屏幕上第一个 t 类型的 EditorWindow。
HasOpenInstances检查编辑器窗口是否已打开。
Destroy移除 GameObject、组件或资源。
DestroyImmediate立即销毁对象 /obj/。强烈建议您改用 Destroy。
DontDestroyOnLoad在加载新的 Scene 时,请勿销毁 Object。
FindAnyObjectByTypeRetrieves any active loaded object of Type type.
FindFirstObjectByTypeRetrieves the first active loaded object of Type type.
FindObjectOfType返回第一个类型为 type 的已加载的激活对象。
FindObjectsByTypeRetrieves a list of all loaded objects of Type type.
FindObjectsOfTypeGets a list of all loaded objects of Type type.
Instantiate克隆 original 对象并返回克隆对象。
CreateInstance创建脚本化对象的实例。

运算符

bool该对象是否存在?
operator !=比较两个对象是否引用不同的对象。
operator ==比较两个对象引用,判断它们是否引用同一个对象。

消息

Awake在新窗口打开时调用。
CreateGUICreateGUI is called when the EditorWindow's rootVisualElement is ready to be populated.
hasUnsavedChangesThis property specifies whether the Editor prompts the user to save or discard unsaved changes before the window closes.
OnBecameInvisibleCalled after the window is removed from a container view, or is no longer visible within a tabbed collection of EditorWindow.
OnBecameVisibleCalled after the window is added to a container view.
OnDestroy调用 OnDestroy 以关闭 EditorWindow 窗口。
OnFocus在窗口获得键盘焦点时调用。
OnGUI在此处实现您自己的 Editor GUI。
OnHierarchyChange处理程序,用于在层级视图中的对象或对象组发生更改时发送的消息。
OnInspectorUpdateOnInspectorUpdate 以每秒 10 帧的速度调用,以便检视面板有机会进行更新。
OnLostFocus在窗口失去键盘焦点时调用。
OnProjectChange处理程序,用于在项目状态发生更改时发送的消息。
OnSelectionChange每当选择发生更改时调用。
saveChangesMessageThe message that displays to the user if they are prompted to save
Update在所有可见窗口上每秒调用多次。
Awake当 ScriptableObject 脚本启动时调用此函数。
OnDestroy当脚本化对象将销毁时调用此函数。
OnDisable当脚本化对象超出范围时调用此函数。
OnEnable当对象加载时调用此函数。
OnValidateEditor-only function that Unity calls when the script is loaded or a value changes in the Inspector.
Reset重置为默认值。