< Summary

Class:DCL.FPSDisplay.FPSColoring
Assembly:FPSDisplay
File(s):/tmp/workspace/unity-renderer/unity-renderer/Assets/Scripts/MainScripts/Debugging/FPSDisplay/FPSColoring.cs
Covered lines:0
Uncovered lines:7
Coverable lines:7
Total lines:32
Line coverage:0% (0 of 7)
Covered branches:0
Total branches:0

Metrics

MethodBranch coverage Crap Score Cyclomatic complexity NPath complexity Sequence coverage
FPSColoring()0%2100%
DisplayColor(...)0%20400%

File(s)

/tmp/workspace/unity-renderer/unity-renderer/Assets/Scripts/MainScripts/Debugging/FPSDisplay/FPSColoring.cs

#LineLine coverage
 1using UnityEngine;
 2using UnityEngine.UI;
 3
 4namespace DCL.FPSDisplay
 5{
 6    public class FPSColoring
 7    {
 08        public static FPSColor[] coloring =
 9        {
 10            new FPSColor(Color.green, FPSEvaluation.GREAT),
 11            new FPSColor(Color.white, FPSEvaluation.GOOD),
 12            new FPSColor(Color.yellow, FPSEvaluation.BAD),
 13            new FPSColor(Color.red, FPSEvaluation.UNBEARABLE),
 14        };
 15
 16        public static void DisplayColor(Text label, float fps)
 17        {
 018            for (int i = 0; i < coloring.Length; i++)
 19            {
 020                if (fps >= coloring[i].fps)
 21                {
 022                    if (label.color != coloring[i].color)
 23                    {
 024                        label.color = coloring[i].color;
 25                    }
 26
 027                    break;
 28                }
 29            }
 030        }
 31    }
 32}