diff --git a/Component/DebugMonitorUI.cs b/Component/DebugMonitorUI.cs index 3a7005f..cbc9a3c 100644 --- a/Component/DebugMonitorUI.cs +++ b/Component/DebugMonitorUI.cs @@ -15,12 +15,12 @@ namespace ADOFAIRenderer.Component gameObject.layer = 5; // Canvas 설정 - Canvas canvas = gameObject.AddComponent(); + var canvas = gameObject.AddComponent(); canvas.renderMode = RenderMode.ScreenSpaceOverlay; canvas.sortingOrder = 9999; // 해상도 다이내믹 스케일링 설정 (Reference: 1920x1080) - CanvasScaler scaler = gameObject.AddComponent(); + var scaler = gameObject.AddComponent(); scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize; scaler.referenceResolution = new Vector2(1920, 1080); scaler.screenMatchMode = CanvasScaler.ScreenMatchMode.MatchWidthOrHeight; @@ -33,10 +33,10 @@ namespace ADOFAIRenderer.Component panelObj.transform.SetParent(transform, false); panelObj.layer = 5; - Image image = panelObj.AddComponent(); + var image = panelObj.AddComponent(); image.color = new Color(0.08f, 0.08f, 0.1f, 0.88f); // 약간 더 고급스러운 다크톤 아크릴 감성 - RectTransform panelRect = panelObj.GetComponent(); + var panelRect = panelObj.GetComponent(); panelRect.anchorMin = new Vector2(1, 1); panelRect.anchorMax = new Vector2(1, 1); panelRect.pivot = new Vector2(1, 1); @@ -44,7 +44,7 @@ namespace ADOFAIRenderer.Component panelRect.sizeDelta = new Vector2(340, 250); // 텍스트 생성 - GameObject textObj = new GameObject("MonitorText"); + var textObj = new GameObject("MonitorText"); textObj.transform.SetParent(panelObj.transform, false); textObj.layer = 5; @@ -58,7 +58,7 @@ namespace ADOFAIRenderer.Component _text.horizontalOverflow = HorizontalWrapMode.Wrap; _text.verticalOverflow = VerticalWrapMode.Overflow; - Font? font = Resources.GetBuiltinResource("LegacyRuntime.ttf"); + var font = Resources.GetBuiltinResource("LegacyRuntime.ttf"); if (font == null) { font = Resources.GetBuiltinResource("Arial.ttf"); @@ -81,7 +81,7 @@ namespace ADOFAIRenderer.Component { if (!_text) return; - StringBuilder sb = new StringBuilder(); + var sb = new StringBuilder(); sb.AppendLine("ADOFAI Renderer Realtime Monitor"); sb.AppendLine(); sb.AppendLine($"• Rendered Progress: {RenderManager.FrameCount} frames"); @@ -93,20 +93,15 @@ namespace ADOFAIRenderer.Component } sb.AppendLine($"• Queued Buffers: {queueCount} / 60 frames"); - if (RenderMod.IsThrottling) - { - sb.AppendLine("• Status: THROTTLING (Safe Mode)"); - } - else - { - sb.AppendLine("• Status: NORMAL (Encoding)"); - } + sb.AppendLine(RenderMod.IsThrottling + ? "• Status: THROTTLING (Safe Mode)" + : "• Status: NORMAL (Encoding)"); sb.AppendLine(); sb.AppendLine($"• Throttling Controls: {RenderMod.ThrottleCount} times"); sb.AppendLine($"• Readback Hard Failures: {RenderMod.ReadbackFailureCount} times"); sb.AppendLine($"• Render Skip-Retry: {RenderMod.SkipCount} / 60"); - double memoryMb = GC.GetTotalMemory(false) / (1024.0 * 1024.0); + var memoryMb = GC.GetTotalMemory(false) / (1024.0 * 1024.0); sb.AppendLine($"• Mono Heap Memory: {memoryMb:F2} MB"); _text.text = sb.ToString(); diff --git a/Component/RenderManager.cs b/Component/RenderManager.cs index e052015..8255ba6 100644 --- a/Component/RenderManager.cs +++ b/Component/RenderManager.cs @@ -80,6 +80,7 @@ namespace ADOFAIRenderer.Component _originalInputOffset = scrConductor.currentPreset.inputOffset; scrConductor.currentPreset.inputOffset = 0; + RDC.auto = true; if (scrController.instance) {