Statsクラス
ひとことで言うと
Statsは、ロブロックス(Roblox)のクラスです。くわしい日本語解説は準備中のため、下に公式の説明(英語)を載せています。
公式の説明(英語):Performance metrics for a game.
クラスの関係
プロパティ(22)
| 名前と書き方 | 説明 |
|---|---|
ContactsCountStats.ContactsCount: int | A measurement of how many parts are currently in contact with one another. |
DataReceiveKbpsStats.DataReceiveKbps: float | In a networked game, this describes roughly how many kilobytes of data are being received by the current instance, per second. |
DataSendKbpsStats.DataSendKbps: float | In a networked game, this describes roughly how many kilobytes of data are being sent by the current instance, per second. |
FrameTimeStats.FrameTime: float | A measurement of how long it takes for the engine to process all tasks required to render a frame. |
HeartbeatTimeStats.HeartbeatTime: float | A measurement of the total amount of time it takes for the server to update its task scheduler jobs in seconds. |
InstanceCountStats.InstanceCount: int | A measurement of how many Instance are currently in memory. |
MemoryTrackingEnabledStats.MemoryTrackingEnabled: boolean | An indication of whether memory tracking is enabled. This is guaranteed to be unchanged until the next time the Client is started. |
MovingPrimitivesCountStats.MovingPrimitivesCount: int | A measurement of how many physically simulated components are currently moving in the game world. |
PhysicsReceiveKbpsStats.PhysicsReceiveKbps: float | In a networked game, this describes roughly how many kilobytes of physics data are being received by the current instance, per second. |
PhysicsSendKbpsStats.PhysicsSendKbps: float | In a networked game, this describes roughly how many kilobytes of physics data are being sent by the current instance, per second. |
PhysicsStepTimeStats.PhysicsStepTime: float | A measurement of how long it takes for the physics engine to update its current state. |
PrimitivesCountStats.PrimitivesCount: int | A measurement of how many physically simulated components currently exist in the game world. |
RenderCPUFrameTimeStats.RenderCPUFrameTime: float | A measurement of how long it takes for the CPU to process all of its rendering tasks for a frame. |
RenderGPUFrameTimeStats.RenderGPUFrameTime: float | A measurement of how long it takes for the GPU to process all of its tasks required to render a frame. |
SceneDrawcallCountStats.SceneDrawcallCount: int | A measurement of the number of draw calls made by the game's current scene. |
SceneTriangleCountStats.SceneTriangleCount: int | A measurement of the number of triangles rendered by the game's current scene. |
ShadowsDrawcallCountStats.ShadowsDrawcallCount: int | A measurement of the number of draw calls being made for shadows by the game's current scene. |
ShadowsTriangleCountStats.ShadowsTriangleCount: int | A measurement of the number of triangles rendered as shadows in the game's current scene. |
UI2DDrawcallCountStats.UI2DDrawcallCount: int | A measurement of the number of 2D draw calls made for UI elements in the game's current scene. |
UI2DTriangleCountStats.UI2DTriangleCount: int | A measurement of the number of triangles that are being rendered for 2D UI elements in the game's current scene. |
UI3DDrawcallCountStats.UI3DDrawcallCount: int | A measurement of the number of 3D draw calls made for UI elements in the game's current scene. |
UI3DTriangleCountStats.UI3DTriangleCount: int | A measurement of the number of triangles being rendered for 3D UI elements in the game's current scene. |
メソッド(7)
| 名前と書き方 | 説明 |
|---|---|
GetHarmonyQualityLevelStats:GetHarmonyQualityLevel(): int | Internal-only. Returns the engine's current dynamic-quality level as a score normalized from 0 to 100. |
GetMemoryCategoryNamesStats:GetMemoryCategoryNames(): Array | Internal-only. Returns an array of the names of every developer memory category the engine tracks. |
GetMemoryUsageMbAllCategoriesStats:GetMemoryUsageMbAllCategories(): Array | Returns the number of megabytes that are being consumed by all available categories, or an empty array if Class.Stats.MemoryTrackingEnabled|MemoryTrackingEnabled is false. |
GetMemoryUsageMbForTagStats:GetMemoryUsageMbForTag(tag: DeveloperMemoryTag): float | Returns the number of megabytes that are being consumed in the specified DeveloperMemoryTag category, or 0 if Class.Stats.MemoryTrackingEnabled|MemoryTrackingEnabled is false. |
GetTotalMemoryUsageMbStats:GetTotalMemoryUsageMb(): float | Returns the total amount of memory being consumed by the current game session, in megabytes. |
ResetHarmonyMemoryTargetStats:ResetHarmonyMemoryTarget(): () | Internal-only. Restores the performance-control system's memory budget to the values in effect before Class.Stats:SetHarmonyMemoryTarget() was called. |
SetHarmonyMemoryTargetStats:SetHarmonyMemoryTarget(targetMB: int): () | Internal-only. Overrides the performance-control system's memory budget with a target value, in megabytes, for testing. |
受け継いでいるメンバー
Instance から受け継いでいるもの(46)
Archivable・Capabilities・IsInSandbox・Name・Parent・PredictionMode・Sandboxed・AddTag・ClearAllChildren・Clone・Destroy・FindFirstAncestor・FindFirstAncestorOfClass・FindFirstAncestorWhichIsA・FindFirstChild・FindFirstChildOfClass・FindFirstChildWhichIsA・FindFirstDescendant・GetActor・GetAttribute・GetAttributeChangedSignal・GetAttributes・GetChildren・GetDebugId・GetDescendants・GetFullName・GetStyled・GetStyledPropertyChangedSignal・GetTags・HasTag・IsAncestorOf・IsDescendantOf・IsPropertyModified・QueryDescendants・RemoveTag・ResetPropertyToDefault・SetAttribute・WaitForChild・AncestryChanged・AttributeChanged・ChildAdded・ChildRemoved・DescendantAdded・DescendantRemoving・Destroying・StyledPropertiesChanged
Object から受け継いでいるもの(4)
英語の説明とメンバーの一覧は、Roblox Creator Documentation(Stats)をもとにしています(CC BY 4.0)。日本語の解説は、このサイトで独自に書いたものです。