Version: 2021.1
언어: 한국어

ProfilerWindow

class in UnityEditor

/

다음으로부터 상속:EditorWindow


인터페이스 구현:IHasCustomMenu

매뉴얼로 전환

설명

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.

정적 변수

cpuModuleNameThe name of the CPU Usage Profiler module.
gpuModuleNameThe name of the GPU Usage Profiler module.

변수

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.
selectedModuleNameThe name of the Profiler module that is currently selected in the Profiler Window, or null if no Module is currently selected.

Public 함수

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.

상속된 멤버

정적 변수

focusedWindowThe EditorWindow which currently has keyboard focus. (Read Only)
mouseOverWindowThe EditorWindow currently under the mouse cursor. (Read Only)

변수

autoRepaintOnSceneChangeDoes the window automatically repaint whenever the Scene has changed?
dockedReturns true if EditorWindow is docked.
hasFocusReturns true if EditorWindow is focused.
hasUnsavedChangesWhen set to true in a derived class, the editor will prompt the user to save unsaved changes if the window is about to be closed.
maximizedIs this window maximized?
maxSizeThe maximum size of this window.
minSizeThe minimum size of this window.
positionThe desired position of the window in screen space.
rootVisualElementRetrieves the root visual element of this window hierarchy.
saveChangesMessageThe message that displays to the user if they are prompted to save
titleContentThe GUIContent used for drawing the title of EditorWindows.
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.
wantsMouseEnterLeaveWindowChecks whether MouseEnterWindow and MouseLeaveWindow events are received in the GUI in this Editor window.
wantsMouseMoveChecks whether MouseMove events are received in the GUI in this Editor window.
hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.

Public 함수

BeginWindowsMark the beginning area of all popup windows.
CloseClose the editor window.
EndWindowsClose a window group started with EditorWindow.BeginWindows.
FocusMoves keyboard focus to another EditorWindow.
GetExtraPaneTypesGets the extra panes associated with the window.
RemoveNotificationStop showing notification message.
RepaintMake the window repaint.
SaveChangesPerforms a save action on the contents of the window.
SendEventSends an Event to a window.
ShowShow the EditorWindow window.
ShowAsDropDownShows a window with dropdown behaviour and styling.
ShowAuxWindowShow the editor window in the auxiliary window.
ShowModalShow modal editor window.
ShowModalUtilityShow the EditorWindow as a floating modal window.
ShowNotificationShow a notification message.
ShowPopupShows an Editor window using popup-style framing.
ShowUtilityShow the EditorWindow as a floating utility window.
GetInstanceIDGets the instance ID of the object.
ToStringReturns the name of the object.

정적 함수

CreateWindowCreates an EditorWindow of type T.
FocusWindowIfItsOpenFocuses the first found EditorWindow of specified type if it is open.
GetWindowReturns the first EditorWindow of type t which is currently on the screen.
GetWindowWithRectReturns the first EditorWindow of type t which is currently on the screen.
HasOpenInstancesChecks if an editor window is open.
DestroyRemoves a GameObject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeGets a list of all loaded objects of Type type.
InstantiateClones the object original and returns the clone.
CreateInstanceCreates an instance of a scriptable object.

연산자

boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares two object references to see if they refer to the same object.

메시지

AwakeCalled as the new window is opened.
CreateGUICreateGUI is called when the EditorWindow's rootVisualElement is ready to be populated.
hasUnsavedChangesWhen set to true in a derived class, the editor will prompt the user to save unsaved changes if the window is about to be closed.
OnDestroyOnDestroy is called to close the EditorWindow window.
OnFocusCalled when the window gets keyboard focus.
OnGUIImplement your own editor GUI here.
OnHierarchyChangeHandler for message that is sent when an object or group of objects in the hierarchy changes.
OnInspectorUpdateOnInspectorUpdate is called at 10 frames per second to give the inspector a chance to update.
OnLostFocusCalled when the window loses keyboard focus.
OnProjectChangeHandler for message that is sent whenever the state of the project changes.
OnSelectionChangeCalled whenever the selection has changed.
saveChangesMessageThe message that displays to the user if they are prompted to save
UpdateCalled multiple times per second on all visible windows.
AwakeThis function is called when the ScriptableObject script is started.
OnDestroyThis function is called when the scriptable object will be destroyed.
OnDisableThis function is called when the scriptable object goes out of scope.
OnEnableThis function is called when the object is loaded.
OnValidateEditor-only function that Unity calls when the script is loaded or a value changes in the Inspector.
ResetReset to default values.