using Unity.Profiling; namespace CustomDebugger { public static class CustomProfilerMarker { public static readonly ProfilerMarker TickEnemies = new ProfilerMarker("TickEnemies"); public static readonly ProfilerMarker TickEnemies_BuildInput = new ProfilerMarker("TickEnemies.BuildInput"); public static readonly ProfilerMarker TickEnemies_MoveSeparation = new ProfilerMarker("TickEnemies.MoveSeparation"); public static readonly ProfilerMarker TickEnemies_StateUpdate = new ProfilerMarker("TickEnemies.StateUpdate"); public static readonly ProfilerMarker TickEnemies_Schedule = new ProfilerMarker("TickEnemies.Schedule"); public static readonly ProfilerMarker TickEnemies_Complete = new ProfilerMarker("TickEnemies.Complete"); public static readonly ProfilerMarker TickEnemies_MainThreadCommit = new ProfilerMarker("TickEnemies.MainThreadCommit"); public static readonly ProfilerMarker TickEnemies_WriteBack = new ProfilerMarker("TickEnemies.WriteBack"); public static readonly ProfilerMarker Collision_BuildQueries = new("Collision.BuildQueries"); public static readonly ProfilerMarker Collision_BuildBuckets = new("Collision.BuildBuckets"); public static readonly ProfilerMarker Collision_QueryCandidates = new("Collision.QueryCandidates"); public static readonly ProfilerMarker Collision_ResolveProjectile = new("Collision.ResolveProjectile"); public static readonly ProfilerMarker Collision_ResolveArea = new("Collision.ResolveArea"); public static readonly ProfilerMarker TargetSelection_BuildBuckets = new("TargetSelection.BuildBuckets"); public static readonly ProfilerMarker TargetSelection_QueryNeighbors = new("TargetSelection.QueryNeighbors"); public static readonly ProfilerMarker Movement_Update = new ProfilerMarker("Movement_Update"); public static readonly ProfilerMarker ShopUI_Update = new("UGF.ShopUI.Update"); public static readonly ProfilerMarker Inventory_Refresh = new("UGF.Inventory.Refresh"); } }