Example #1
0
 public void SetLocal()
 {
     isLocal = true;
     whenSetLocal.Invoke();
     InvokeRepeating(nameof(SendUpdatedPosition), 0, SendRate);
     SendMessage("Setup", SendMessageOptions.DontRequireReceiver);
 }
Example #2
0
    void Update()
    {
        var  method  = Stopwatch.StartNew();
        bool methodb = false;

        for (int i = 0; i < ITERATIONS; ++i)
        {
            methodb = TestMethod(f);
        }
        method.Stop();

        var  regularDelegate  = Stopwatch.StartNew();
        bool regularDelegateb = false;

        for (int i = 0; i < ITERATIONS; ++i)
        {
            regularDelegateb = RegularDelegate(f);
        }
        regularDelegate.Stop();

        var  dynamicDelegate  = Stopwatch.StartNew();
        bool dynamicDelegateb = false;

        for (int i = 0; i < ITERATIONS; ++i)
        {
            dynamicDelegateb = DynamicDelegate(f);
        }
        dynamicDelegate.Stop();

        var  serializedDelegate  = Stopwatch.StartNew();
        bool serializedDelegateb = false;

        for (int i = 0; i < ITERATIONS; ++i)
        {
            serializedDelegateb = condition.Invoke(f);
        }
        serializedDelegate.Stop();

        var serializedEvent = Stopwatch.StartNew();

        for (int i = 0; i < ITERATIONS; ++i)
        {
            ev.Invoke();
        }
        serializedEvent.Stop();

        UnityEngine.Debug.Log("Method: " + methodb + method.Elapsed);
        UnityEngine.Debug.Log("RegularDelegate: " + regularDelegateb + regularDelegate.Elapsed);
        UnityEngine.Debug.Log("DynamicDelegate: " + dynamicDelegateb + dynamicDelegate.Elapsed);
        UnityEngine.Debug.Log("SerializedCallback: " + serializedDelegateb + serializedDelegate.Elapsed);
        UnityEngine.Debug.Log("SerializedEvent: " + serializedEvent.Elapsed);
    }
Example #3
0
 public void SetNonLocal()
 {
     isLocal = false;
     whenSetNoLocal.Invoke();
     SendMessage("Setup", SendMessageOptions.DontRequireReceiver);
 }