72 lines
1.9 KiB
GDScript

class_name PerformanceComponent
extends VisibleOnScreenNotifier3D
const SKIP_FRAMES_INVISIBLE := 16
const SKIP_FRAMES_VISIBLE := 8
static var quality_budget: Array[int] = [
10, # 0 skipped frames
10, # 1 skipped frame
10, # 2 skipped frames
10, # 3 skipped frames
10, # 4 skipped frames
10, # 5 skipped frames
10, # 6 skipped frames
10, # 7 skipped frames
]
@export var animation: AnimationComponent
var camera_distance_squared: float
var on_screen: bool
var skip_frames_visible: int
func _ready():
assert(animation)
screen_entered.connect(on_screen_entered)
screen_exited.connect(on_screen_exited)
func on_screen_entered():
on_screen = true
animation.skip_frames = skip_frames_visible
func on_screen_exited():
on_screen = false
animation.skip_frames = SKIP_FRAMES_INVISIBLE
static func update_all_animations():
var visible_players: Array[Player] = []
for player in Global.players.id_to_player.values():
player.performance.camera_distance_squared = player.global_position.distance_squared_to(Global.camera.global_position)
if player.performance.on_screen:
visible_players.append(player)
else:
player.performance.animation.skip_frames = SKIP_FRAMES_INVISIBLE
if Global.player:
Global.player.performance.camera_distance_squared = 0
visible_players.sort_custom(PerformanceComponent.distance_sort)
var skip_frames := 0
var count := 0
for player in visible_players:
if skip_frames >= quality_budget.size():
player.performance.skip_frames_visible = SKIP_FRAMES_VISIBLE
player.animation.skip_frames = SKIP_FRAMES_VISIBLE
continue
player.performance.skip_frames_visible = skip_frames
player.animation.skip_frames = skip_frames
count += 1
if count >= quality_budget[skip_frames]:
skip_frames += 1
count = 0
static func distance_sort(a: Player, b: Player) -> bool:
return a.performance.camera_distance_squared < b.performance.camera_distance_squared