Unity中SendMessage和Delegate效率比较

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文章链接: http://blog.csdn.net/cartzhang/article/details/50686627
作者:cartzhang

网上直接搜的代码。需要的使用也简单,所以就不过多说明。
但是网上都说,他们之间的差距,delegate比较快,效果高。怎么个高法呢?还是自己来测试下时间。
故此,
个人之用来比较下时间差别。

一、直接代码

using UnityEngine;
using System.Collections;

/// <summary>
/// Delegate basic.
/// just test Delegate && SendMessage ..
/// 
/// By Chiuan 2012.8
/// </summary>
public class DelegateBasic : MonoBehaviour
{
    static int loopNumber = 5000000;
    //define my delegate statement.
    public delegate void MyDelegate(string arg1);

    //create my delegate object
    public MyDelegate myDelegate;

    //need some values to debug time spent.
    bool isStart;
    float timeStart;
    int count;

    bool isStartSendMessage;

    // Use this for initialization
    void Start()
    {
        myDelegate += myFunciton1;
        //myDelegate += myFunciton2;
    }

    // Update is called once per frame
    void Update()
    {
        if (isStart)
        {
            isStart = false;
            count = 0;
            timeStart = Time.realtimeSinceStartup;
            Debug.Log("Start = " + timeStart);
            for (int i = 0; i < loopNumber; i++)
            {
                if (myDelegate != null) myDelegate("");
            }
        }

        if (isStartSendMessage)
        {
            isStartSendMessage = false;
            count = 0;
            timeStart = Time.realtimeSinceStartup;
            Debug.Log("Start = " + timeStart);
            for (int i = 0; i < loopNumber; i++)
            {
                this.gameObject.SendMessage("myFunciton1", "", SendMessageOptions.DontRequireReceiver);
            }
        }
    }


    void OnGUI()
    {
        if (GUILayout.Button("INVOKE Delegate"))
        {
            isStart = true;
        }

        if (GUILayout.Button("SendMessage"))
        {
            isStartSendMessage = true;
        }

    }

    void myFunciton1(string s)
    {
        count++;
        if (count == loopNumber)
        {
            Debug.Log("End = " + Time.realtimeSinceStartup);
            Debug.Log("Time Spent = " + (Time.realtimeSinceStartup - timeStart));
        }
    }

}

二、说明

代码基本没有做更改,删掉了没用的函数。也名字也带着呢!!在此表示感谢!!!

但说道具体测试,要每次都需要重新开始,才能计时。要不就会有问题,后测试的就会产生多次循环。

三、效率比较

系统配置:”Win7 64位,i7处理器 16G内存,英伟达660显卡”

Unity中SendMessage和Delegate效率比较

对比为倍数关系!!也就说,随着次数增加,效率差距越来越大!!!


相关链接:

https://unity3d.com/cn/learn/tutorials/modules/intermediate/scripting/delegates

http://www.xuanyusong.com/archives/1895/

http://blog.csdn.net/chiuan/article/details/7918833


若有问题,请随时联系!!!
再次表示感谢!!!