using UnityEngine; using System.Collections; public class FrameUpdateTimeLogger { private FileWriter fileWriter; private const int _preambleFrameToSkip = 10; // skip the first few frames; private int _currLinesWritten; private int _totalLinesToWrite; public FrameUpdateTimeLogger(string filepath, int secToLog, int fps) { fileWriter = new FileWriter (); fileWriter.Init (filepath); this._totalLinesToWrite = secToLog * fps; } public void LogCurrentTimeMicro() { _currLinesWritten++; // don't write the few n frames since frame might be dropped during init if (_currLinesWritten <= _preambleFrameToSkip) return; if (_currLinesWritten > _totalLinesToWrite + _preambleFrameToSkip) { fileWriter.Close (); } else { try { fileWriter.Write (DateTimeUtil.CurrentTimeMicros + ""); } catch { } } } public void CloseLog() { fileWriter.Close (); } }