unity 计算函数用时

using System;
using UnityEngine;
using UnityEngine.EventSystems;
using System.Text;

public class FunctionTimer : MonoBehaviour
{
    static System.Diagnostics.Stopwatch sw = new System.Diagnostics.Stopwatch();

    public static void TotalTimer(Action callback)
    {
        output(callback.GetInvocationList()[0].Target.GetType().Name, callback.GetInvocationList()[0].Method.ToString(), () => { callback(); });
    }

    public static void TotalTimer(Action callback, T value)
    {
        output(callback.GetInvocationList()[0].Target.GetType().Name, callback.GetInvocationList()[0].Method.ToString(), () => { callback(value); });
    }

    public static void TotalTimer(Action callback, T value, T1 value1)
    {
        output(callback.GetInvocationList()[0].Target.GetType().Name, callback.GetInvocationList()[0].Method.ToString(), () => { callback(value, value1); });

    }

    public static void TotalTimer(Action callback, T value, T1 value1, T2 value2)
    {
        output(callback.GetInvocationList()[0].Target.GetType().Name, callback.GetInvocationList()[0].Method.ToString(), () => { callback(value, value1, value2); });

    }
    public static void TotalTimer(Action callback, T value, T1 value1, T2 value2, T3 value3)
    {
        output(callback.GetInvocationList()[0].Target.GetType().Name, callback.GetInvocationList()[0].Method.ToString(), () => { callback(value, value1, value2, value3); });
    }



    public static void UIEventTimer(GameObject value)
    {
        Compute(value,(com) => {
            com.OnPointerUp(new PointerEventData(EventSystem.current));
        });
        Compute(value, (com) => {
            com.OnPointerEnter(new PointerEventData(EventSystem.current));
        });
        Compute(value, (com) => {
            com.OnPointerExit(new PointerEventData(EventSystem.current));
        });
        Compute(value, (com) => {
            com.OnPointerDown(new PointerEventData(EventSystem.current));
        });
        Compute(value, (com) => {
            com.OnPointerClick(new PointerEventData(EventSystem.current));
        });
        Compute(value, (com) => {
            com.OnInitializePotentialDrag(new PointerEventData(EventSystem.current));
        });
        Compute(value, (com) => {
            com.OnDrag(new PointerEventData(EventSystem.current));
        });
        Compute(value, (com) => {
            com.OnEndDrag(new PointerEventData(EventSystem.current));
        });
        Compute(value, (com) => {
            com.OnDrop(new PointerEventData(EventSystem.current));
        });
        Compute(value, (com) => {
            com.OnScroll(new PointerEventData(EventSystem.current));
        });
        Compute(value, (com) => {
            com.OnUpdateSelected(new BaseEventData(EventSystem.current));
        });
        Compute(value, (com) => {
            com.OnSelect(new BaseEventData(EventSystem.current));
        });
        Compute(value, (com) => {
            com.OnDeselect(new BaseEventData(EventSystem.current));
        });
        Compute(value, (com) => {
            com.OnMove(new AxisEventData(EventSystem.current));
        });
        Compute(value, (com) => {
            com.OnSubmit(new BaseEventData(EventSystem.current));
        });
        Compute(value, (com) => {
            com.OnCancel(new BaseEventData(EventSystem.current));
        });

    }

    private static void Compute(GameObject value, Action callback) where T : IEventSystemHandler
    {
        var coms = value.GetComponents();
        foreach (var com in coms)
        {
            output(com.GetType().Name, typeof(T).Name, () => { callback(com); });
        }
    }

    private static void output(string className, string function,Action callback )
    {
        sw.Restart();
        sw.Start();
        callback();
        sw.Stop();
        Debug.Log(string.Format("className:[ {0} ] \t functionName:[ {1} ] \t timeConsuming:[ {2} ] ",
            className, function, sw.ElapsedMilliseconds));
    }
    
    private void Awake()
    {
        UIEventTimer(gameObject);
    }
}

 

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