直接上代码
using System.Diagnostics;
using UnityEngine;
public class Test1 : MonoBehaviour
{
Vector3 a = Vector3.zero;
Vector3 b = Vector3.zero;
void Start()
{
int count = 1000000;
Stopwatch sw = new Stopwatch();
UnityEngine.Debug.Log("第一种开始");
sw.Start();
for (int i = 0; i < count; i++)
{
a = new Vector3(100, 100, 100);
}
sw.Stop();
UnityEngine.Debug.Log("第一种结束,耗时 : " + sw.ElapsedMilliseconds);
sw.Reset();
UnityEngine.Debug.Log("第二种开始");
sw.Start();
for (int i = 0; i < count; i++)
{
b.x = 100;
b.y = 100;
b.z = 100;
}
sw.Stop();
UnityEngine.Debug.Log("第二种结束,耗时 : " + sw.ElapsedMilliseconds);
sw.Reset();
UnityEngine.Debug.Log("第三种开始");
sw.Start();
for (int i = 0; i < count; i++)
{
b.x = b.y = b.z = 100;
}
sw.Stop();
UnityEngine.Debug.Log("第三种结束,耗时 : " + sw.ElapsedMilliseconds);
sw.Reset();
UnityEngine.Debug.Log("第四种开始======================");
sw.Start();
for (int i = 0; i < count; i++)
{
a = new Vector3(i, i, i);
}
sw.Stop();
UnityEngine.Debug.Log("第四种结束,耗时 : " + sw.ElapsedMilliseconds);
sw.Reset();
UnityEngine.Debug.Log("第五种开始");
sw.Start();
for (int i = 0; i < count; i++)
{
b.x = i;
b.y = i;
b.z = i;
}
sw.Stop();
UnityEngine.Debug.Log("第五种结束,耗时 : " + sw.ElapsedMilliseconds);
sw.Reset();
UnityEngine.Debug.Log("第六种开始");
sw.Start();
for (int i = 0; i < count; i++)
{
b.x = b.y = b.z = i;
}
sw.Stop();
UnityEngine.Debug.Log("第六种结束,耗时 : " + sw.ElapsedMilliseconds);
}
}
结果如下
基本耗时比例就在9:4:9:9:7:12,vector的xyz分开赋值是最快的