Time类中的“大哥大”(⊙o⊙)

Time.deltaTime的测试:

  using System.Collections;
  using System.Collections.Generic;
  using UnityEngine;

    public class timeTest : MonoBehaviour {
        public Transform cube;
     // Use this for initialization
     void Start () {
    }
      // Update is called once per frame
    void Update () {
         //Vector3.forward每次运动一米,这样一秒运动了五十米
          cube.Translate(Vector3.forward);
        //这样保证一秒执行一米(但是帧改变,这个值就会改变)
          cube.Translate(Vector3.forward / 50f);
        //保持一秒一米的移动(帧改变,值也不会改变了)
          cube.Translate(Vector3.forward * Time.deltaTime );
        //Time.timeScale 时间比例,默认为1
        //timeScale会对deltaTime产生影响
        //当<1,deltaTime值变小;当>1,deltaTime值变大
        //Time.deltaTime = Time.deltaTime * Time.timeScale
          Time.timeScale = 0.5f;
    }
    }

Time.realtimeSinceStartup常用来测试方法的性能:因为可以获取方法执行前后的帧执行次数,相减就可以得到相应的时间。

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;

    public class timeTest : MonoBehaviour {

    public int runCount = 1000000;
    // Use this for initialization
    void Start () {
    float time1 = Time.realtimeSinceStartup;
    for (int i = 0; i < runCount; i++)
    {
        Method1();

    }
    float time2 = Time.realtimeSinceStartup;
    Debug.Log(time2 - time1);

    float time3 = Time.realtimeSinceStartup;
    for (int i = 0; i < runCount; i++)
    {
        Method2();

    }
    float time4 = Time.realtimeSinceStartup;
    Debug.Log(time4 - time3);

    }

    // Update is called once per frame
    void Update () {

    }

     void Method1() {
                int i = 1 + 2;
     }

     void Method2() {
                int j = 1 * 2;
     }
     }

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