public static void GameViewStatsGUI()
{
GUI.skin = EditorGUIUtility.GetBuiltinSkin(EditorSkin.Scene);
GUI.color = new Color(1f, 1f, 1f, 0.75f);
float width = 300f;
float height = 204f;
int length = Network.connections.Length;
if (length != 0)
{
height += 220f;
}
GUILayout.BeginArea(new Rect((float)((double)GUIView.current.position.width - (double)width - 10.0), 27f, width, height), "Statistics", GUI.skin.window);
GUILayout.Label("Audio:", GameViewGUI.sectionHeaderStyle, new GUILayoutOption[0]);
StringBuilder stringBuilder1 = new StringBuilder(400);
float audioLevel = UnityStats.audioLevel;
stringBuilder1.Append(" Level: " + GameViewGUI.FormatDb(audioLevel) + (!EditorUtility.audioMasterMute ? "\n" : " (MUTED)\n"));
stringBuilder1.Append(string.Format(" Clipping: {0:F1}%", (object)(float)(100.0 * (double)UnityStats.audioClippingAmount)));
GUILayout.Label(stringBuilder1.ToString());
GUI.Label(new Rect(170f, 40f, 120f, 20f), string.Format("DSP load: {0:F1}%", (object)(float)(100.0 * (double)UnityStats.audioDSPLoad)));
GUI.Label(new Rect(170f, 53f, 120f, 20f), string.Format("Stream load: {0:F1}%", (object)(float)(100.0 * (double)UnityStats.audioStreamLoad)));
GUILayout.Label("Graphics:", GameViewGUI.sectionHeaderStyle, new GUILayoutOption[0]);
GameViewGUI.UpdateFrameTime();
GUI.Label(new Rect(170f, 75f, 120f, 20f), string.Format("{0:F1} FPS ({1:F1}ms)", (object)(float)(1.0 / (double)Mathf.Max(GameViewGUI.m_MaxFrameTime, 1E-05f)), (object)(float)((double)GameViewGUI.m_MaxFrameTime * 1000.0)));
int screenBytes = UnityStats.screenBytes;
int num1 = UnityStats.dynamicBatchedDrawCalls - UnityStats.dynamicBatches;
int num2 = UnityStats.staticBatchedDrawCalls - UnityStats.staticBatches;
StringBuilder stringBuilder2 = new StringBuilder(400);
if ((double)GameViewGUI.m_ClientFrameTime > (double)GameViewGUI.m_RenderFrameTime)
{
stringBuilder2.Append(string.Format(" CPU: main <b>{0:F1}</b>ms render thread {1:F1}ms\n", (object)(float)((double)GameViewGUI.m_ClientFrameTime * 1000.0), (object)(float)((double)GameViewGUI.m_RenderFrameTime * 1000.0)));
}
else
{
stringBuilder2.Append(string.Format(" CPU: main {0:F1}ms render thread <b>{1:F1}</b>ms\n", (object)(float)((double)GameViewGUI.m_ClientFrameTime * 1000.0), (object)(float)((double)GameViewGUI.m_RenderFrameTime * 1000.0)));
}
stringBuilder2.Append(string.Format(" Batches: <b>{0}</b> \tSaved by batching: {1}\n", (object)UnityStats.batches, (object)(num1 + num2)));
stringBuilder2.Append(string.Format(" Tris: {0} \tVerts: {1} \n", (object)GameViewGUI.FormatNumber(UnityStats.triangles), (object)GameViewGUI.FormatNumber(UnityStats.vertices)));
stringBuilder2.Append(string.Format(" Screen: {0} - {1}\n", (object)UnityStats.screenRes, (object)EditorUtility.FormatBytes(screenBytes)));
stringBuilder2.Append(string.Format(" SetPass calls: {0} \tShadow casters: {1} \n", (object)UnityStats.setPassCalls, (object)UnityStats.shadowCasters));
stringBuilder2.Append(string.Format(" Visible skinned meshes: {0} Animations: {1}", (object)UnityStats.visibleSkinnedMeshes, (object)UnityStats.visibleAnimations));
GUILayout.Label(stringBuilder2.ToString(), GameViewGUI.labelStyle, new GUILayoutOption[0]);
if (length != 0)
{
GUILayout.Label("Network:", GameViewGUI.sectionHeaderStyle, new GUILayoutOption[0]);
GUILayout.BeginHorizontal();
for (int i = 0; i < length; ++i)
{
GUILayout.Label(UnityStats.GetNetworkStats(i));
}
GUILayout.EndHorizontal();
}
else
{
GUILayout.Label("Network: (no players connected)", GameViewGUI.sectionHeaderStyle, new GUILayoutOption[0]);
}
GUILayout.EndArea();
}