public void EqualsTest()
        {
            var loopCount = 1000;
            var state1    = SampleState.Create(loopCount);
            var state2    = SampleState.Create(loopCount);
            var watch     = new Stopwatch();

            var timeOfEquality     = 0;
            var timeOfCustomEquals = 0;

            {
                watch.Reset();
                watch.Start();
                Assert.IsTrue(state1.Equals(state2));
                watch.Stop();
                timeOfEquality = watch.Elapsed.Milliseconds;
            }
            {
                watch.Reset();
                watch.Start();
                Assert.IsTrue(state1.CustomEquals(state2));
                watch.Stop();
                timeOfCustomEquals = watch.Elapsed.Milliseconds;
            }

            var gain = 100 * (double)timeOfCustomEquals / timeOfEquality;

            UnityEngine.Debug.Log(string.Format(
                                      "[Perf] loops: {0}, CustomEquals: {1}[ms], AutoEquals: {2}[ms], gain {3}%",
                                      loopCount,
                                      timeOfCustomEquals,
                                      timeOfEquality,
                                      gain.ToString("F2")
                                      ));
        }
Beispiel #2
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        public void CloneTest()
        {
            var loopCount = 100;
            var state     = SampleState.Create(loopCount);
            var watch     = new Stopwatch();

            var timeOfCustomClone     = 0;
            var timeOfAutoClone       = 0;
            var timeOfReflectionClone = 0;

            {
                watch.Reset();
                watch.Start();
                state.CustomClone();
                watch.Stop();
                timeOfCustomClone = watch.Elapsed.Milliseconds;
            }
            {
                watch.Reset();
                watch.Start();
                state.Clone();
                watch.Stop();
                timeOfAutoClone = watch.Elapsed.Milliseconds;
            }
            {
                watch.Reset();
                watch.Start();
                state.ReflectionClone();
                watch.Stop();
                timeOfReflectionClone = watch.Elapsed.Milliseconds;
            }

            // dummy check
            Assert.IsTrue(true);

            {
                UnityEngine.Debug.Log(string.Format(
                                          "[Perf] loop: {0}, CustomClone: {1}[ms], ReflectionClone: {2}[ms], AutClone: {3}[ms]",
                                          loopCount,
                                          timeOfCustomClone,
                                          timeOfReflectionClone,
                                          timeOfAutoClone
                                          ));
            }
        }