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代码执行耗时检测

2026-02-03 10点热度 0人点赞 0条评论
        public static TrackAsset CloneTrack(TBCAsset asset, TBCGroupTrack parentTrack, TrackAsset refTrackAsset)
        {
            Stopwatch stopwatch1 = new Stopwatch();
            Stopwatch stopwatch2 = new Stopwatch();
            Stopwatch stopwatch3 = new Stopwatch();

            stopwatch1.Start();

            stopwatch2.Start();
            var track = asset.CreateTrack(refTrackAsset.GetType(), parentTrack, refTrackAsset.name);
            stopwatch2.Stop();

            stopwatch3.Start();

#if UNITY_EDITOR
            //编辑器状态下保存origin状态下的“TrackAsset”muted状态
            if (!Application.isPlaying)
            {
                track.muted = refTrackAsset.muted;
            }
#endif
            if (refTrackAsset is TBCTrack)
                ((TBCTrack)track).DisplayChineseName = ((TBCTrack)refTrackAsset).DisplayChineseName;

            track.SetGroup(parentTrack);

            stopwatch3.Stop();
            stopwatch1.Stop();
            string record = string.Format(@"[耗时记录][总] -> {0}
[分1]-> {1}
[分2]-> {2}", ((float)(stopwatch1.Elapsed.Ticks * 1000.0 / Stopwatch.Frequency)),
((float)(stopwatch2.Elapsed.Ticks * 1000.0 / Stopwatch.Frequency)),
((float)(stopwatch3.Elapsed.Ticks * 1000.0 / Stopwatch.Frequency)));

            UnityEngine.Debug.LogError(record);

            return track;
        }

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最后更新:2026-02-03

蒋程

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