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forked from ADOFAIEditorForum/ADOFAIRenderer
Refactor
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@@ -15,12 +15,12 @@ namespace ADOFAIRenderer.Component
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gameObject.layer = 5;
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// Canvas 설정
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Canvas canvas = gameObject.AddComponent<Canvas>();
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var canvas = gameObject.AddComponent<Canvas>();
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canvas.renderMode = RenderMode.ScreenSpaceOverlay;
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canvas.sortingOrder = 9999;
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// 해상도 다이내믹 스케일링 설정 (Reference: 1920x1080)
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CanvasScaler scaler = gameObject.AddComponent<CanvasScaler>();
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var scaler = gameObject.AddComponent<CanvasScaler>();
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scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
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scaler.referenceResolution = new Vector2(1920, 1080);
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scaler.screenMatchMode = CanvasScaler.ScreenMatchMode.MatchWidthOrHeight;
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@@ -33,10 +33,10 @@ namespace ADOFAIRenderer.Component
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panelObj.transform.SetParent(transform, false);
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panelObj.layer = 5;
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Image image = panelObj.AddComponent<Image>();
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var image = panelObj.AddComponent<Image>();
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image.color = new Color(0.08f, 0.08f, 0.1f, 0.88f); // 약간 더 고급스러운 다크톤 아크릴 감성
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RectTransform panelRect = panelObj.GetComponent<RectTransform>();
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var panelRect = panelObj.GetComponent<RectTransform>();
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panelRect.anchorMin = new Vector2(1, 1);
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panelRect.anchorMax = new Vector2(1, 1);
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panelRect.pivot = new Vector2(1, 1);
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@@ -44,7 +44,7 @@ namespace ADOFAIRenderer.Component
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panelRect.sizeDelta = new Vector2(340, 250);
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// 텍스트 생성
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GameObject textObj = new GameObject("MonitorText");
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var textObj = new GameObject("MonitorText");
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textObj.transform.SetParent(panelObj.transform, false);
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textObj.layer = 5;
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@@ -58,7 +58,7 @@ namespace ADOFAIRenderer.Component
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_text.horizontalOverflow = HorizontalWrapMode.Wrap;
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_text.verticalOverflow = VerticalWrapMode.Overflow;
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Font? font = Resources.GetBuiltinResource<Font>("LegacyRuntime.ttf");
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var font = Resources.GetBuiltinResource<Font>("LegacyRuntime.ttf");
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if (font == null)
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{
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font = Resources.GetBuiltinResource<Font>("Arial.ttf");
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@@ -81,7 +81,7 @@ namespace ADOFAIRenderer.Component
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{
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if (!_text) return;
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StringBuilder sb = new StringBuilder();
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var sb = new StringBuilder();
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sb.AppendLine("<b><color=#00ccff>ADOFAI Renderer Realtime Monitor</color></b>");
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sb.AppendLine();
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sb.AppendLine($"• Rendered Progress: <b>{RenderManager.FrameCount}</b> frames");
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@@ -93,20 +93,15 @@ namespace ADOFAIRenderer.Component
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}
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sb.AppendLine($"• Queued Buffers: <b>{queueCount}</b> / 60 frames");
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if (RenderMod.IsThrottling)
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{
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sb.AppendLine("• Status: <b><color=yellow>THROTTLING (Safe Mode)</color></b>");
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}
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else
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{
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sb.AppendLine("• Status: <b><color=green>NORMAL (Encoding)</color></b>");
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}
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sb.AppendLine(RenderMod.IsThrottling
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? "• Status: <b><color=yellow>THROTTLING (Safe Mode)</color></b>"
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: "• Status: <b><color=green>NORMAL (Encoding)</color></b>");
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sb.AppendLine();
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sb.AppendLine($"• Throttling Controls: {RenderMod.ThrottleCount} times");
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sb.AppendLine($"• Readback Hard Failures: <color=#ff3333>{RenderMod.ReadbackFailureCount}</color> times");
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sb.AppendLine($"• Render Skip-Retry: {RenderMod.SkipCount} / 60");
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double memoryMb = GC.GetTotalMemory(false) / (1024.0 * 1024.0);
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var memoryMb = GC.GetTotalMemory(false) / (1024.0 * 1024.0);
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sb.AppendLine($"• Mono Heap Memory: {memoryMb:F2} MB");
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_text.text = sb.ToString();
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@@ -80,6 +80,7 @@ namespace ADOFAIRenderer.Component
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_originalInputOffset = scrConductor.currentPreset.inputOffset;
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scrConductor.currentPreset.inputOffset = 0;
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RDC.auto = true;
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if (scrController.instance)
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{
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