GetComponent()的3种重载版本
T GetComponent<T>()
Component GetComponent(Type type)
Component GetComponent(string type)
在Unity3D脚本中,我们通过调用Component类的GetComponent函数来获取GameObject上的组件,那么:
各版本GetComponent方法的执行效率究竟如何?
如果在脚本中建立局部变量保存常用组件对象的引用(避免重复调用GetComponent()方法),究竟能提升多少效率?
结论
运行效率排名: 局部变量 >> GetComponent<T>() > GetComponent(Type type) >> GetComponent(string type)
自定义组件:
调用局部变量大约比调用GetComponent()方法快1个数量级以上
GetComponent(string type)相比另外两个重载版本慢接近2个数量级
GetComponent(Type type) 和 GetComponent(string type)的返回值是Component类型的对象,使用前还需要进行一次类型转换
transform组件:
调用局部变量比调用Component静态变量transform稍微快一些,时间消耗比例大致为 5:8
测试过程
在Unity3D场景中新建一个GameObject,挂一个下面的脚本,运行游戏,点击右键进行测试。
using UnityEngine;
using System;
public class TestComponent : MonoBehaviour {
public Vector3 position = Vector3.zero;
private void Update()
{
if (Input.GetMouseButtonDown(1))
{
int times = 1000 * 100;
Vector3 pos;
Transform localTransform = transform;
Debug.Log("开始测试:");
//测试Transform组件
TestExecuteSpeed("GetComponent(string Transform)", () => { pos = ((Transform)GetComponent("Transform")).position; }, times);
TestExecuteSpeed("GetComponent(Type Transform)", () => { pos = ((Transform)GetComponent(typeof(Transform))).position; }, times);
TestExecuteSpeed("GetComponent<Transform>()", () => { pos = GetComponent<Transform>().position; }, times);
TestExecuteSpeed("Component.transform", () => { pos = transform.position; }, times);
TestExecuteSpeed("local transform", () => { pos = localTransform.position; }, times);
//测试自定义组件
TestComponent testComponent = this;
TestExecuteSpeed("GetComponent(string TestComponent)", () => { pos = ((TestComponent)GetComponent("TestComponent")).position; }, times);
TestExecuteSpeed("GetComponent(Type TestComponent)", () => { pos = ((TestComponent)GetComponent(typeof(TestComponent))).position; }, times);
TestExecuteSpeed("GetComponent<TestComponent>()", () => { pos = GetComponent<TestComponent>().position; }, times);
TestExecuteSpeed("local testComponent", () => { pos = testComponent.position; }, times);
}
}
//测速泛型方法
static void TestExecuteSpeed(string taskName, Action Task, int times)
{
int repeatTimes = 3;
float totalTime = 0f;
float stopWatch;
for (int i = 0; i < repeatTimes; i++)
{
stopWatch = Time.realtimeSinceStartup;
for (int j = 0; j < times; j++)
{
Task();
}
totalTime += Time.realtimeSinceStartup - stopWatch;
}
totalTime /= repeatTimes;
Debug.Log(string.Format("花费{2},运行[{0}]共{1}次(测试{3}次取平均值)", taskName, times.ToString("N0"), totalTime.ToString("F4"), repeatTimes));
}
}