This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using System.Collections.Generic; | |
public class HighFreqInput : MonoBehaviour { | |
struct InputEvent { | |
public readonly bool keyUp; | |
public readonly KeyCode keyCode; | |
public readonly int frame; | |
public readonly float time; | |
public readonly string msg; | |
public InputEvent(bool ku, KeyCode kc, int f, float t) { | |
keyUp = ku; | |
keyCode = kc; | |
frame = f; | |
time = t; | |
msg = string.Format("{0} {1} | frame {2} | time {3}", kc.ToString(), ku ? "up" : "down", f, t); | |
} | |
} | |
List<InputEvent> events = new List<InputEvent>(); | |
void OnGUI() { | |
Event e = Event.current; | |
if (e.isKey) { | |
EventType type = e.type; | |
switch (e.type) { | |
case EventType.KeyDown: | |
events.Add(new InputEvent(false, e.keyCode, Time.frameCount, Time.realtimeSinceStartup)); | |
break; | |
case EventType.KeyUp: | |
events.Add(new InputEvent(true, e.keyCode, Time.frameCount, Time.realtimeSinceStartup)); | |
break; | |
} | |
} | |
if (e.type == EventType.Repaint) { | |
float f = 0f; | |
const float STEP = 20f; | |
foreach (InputEvent ev in events) { | |
GUI.Label(new Rect(0f, f, 500f, STEP), ev.msg); | |
f += STEP * 0.9f; | |
} | |
} | |
} | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment