Add test project
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94
test-project/Assets/Scenes/Scene1/Cube.prefab
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94
test-project/Assets/Scenes/Scene1/Cube.prefab
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7
test-project/Assets/Scenes/Scene1/Cube.prefab.meta
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7
test-project/Assets/Scenes/Scene1/Cube.prefab.meta
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83
test-project/Assets/Scenes/Scene1/CubeMaterial.mat
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83
test-project/Assets/Scenes/Scene1/CubeMaterial.mat
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8
test-project/Assets/Scenes/Scene1/CubeMaterial.mat.meta
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8
test-project/Assets/Scenes/Scene1/CubeMaterial.mat.meta
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125
test-project/Assets/Scenes/Scene1/JobSystem.cs
Normal file
125
test-project/Assets/Scenes/Scene1/JobSystem.cs
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@@ -0,0 +1,125 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Runtime.InteropServices;
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using Unity.Burst;
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using Unity.Collections;
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using Unity.Jobs;
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using Unity.Mathematics;
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using UnityEngine;
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using UnityEngine.Jobs;
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using Random = UnityEngine.Random;
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public class JobSystem : MonoBehaviour
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{
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[SerializeField] private bool useJobs;
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[SerializeField] private Transform transform;
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private List<Ball> balls;
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public class Ball
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{
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public Transform transform;
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public float moveY;
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}
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public void Start()
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{
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for (int i = 0; i < 1000; i++)
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{
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new Vector3(Random.Range(-8f, 8f), Random.Range(-5f, 5f), Random.Range(-2f, 5f)), Quaternion.identity);
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balls.Add(new Ball
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{
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transform = ballTransform,
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moveY = Random.Range(-2f, 2f)
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});
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}
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}
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// Update is called once per frame
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private void Update()
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{
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float startTime = Time.realtimeSinceStartup;
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if (useJobs)
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{
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NativeArray<float> moveYArray = new NativeArray<float>(balls.Count, Allocator.TempJob);
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for (var i = 0; i < balls.Count; i++)
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{
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moveYArray[i] = balls[i].moveY;
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transformAccessArray.Add(balls[i].transform);
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}
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var reallyToughParallelJobTransforms = new ReallyToughParallelJobTransforms
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{
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deltaTime = Time.deltaTime,
|
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moveYArray = moveYArray
|
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};
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JobHandle jobHandle = reallyToughParallelJobTransforms.Schedule(transformAccessArray);
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jobHandle.Complete();
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for (int i = 0; i < balls.Count; i++)
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{
|
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balls[i].moveY = moveYArray[i];
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}
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moveYArray.Dispose();
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transformAccessArray.Dispose();
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}
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else
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{
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foreach (Ball ball in balls)
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{
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ball.transform.position += new Vector3(0, ball.moveY * Time.deltaTime);
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if (ball.transform.position.y > 5f)
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{
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ball.moveY = -Math.Abs(ball.moveY);
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}
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else if (ball.transform.position.y < -5f)
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{
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ball.moveY = Math.Abs(ball.moveY);
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}
|
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|
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// Represents a tough task like some pathfinding or complex calculation
|
||||
var value = 0f;
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for (var i = 0; i < 250; i++)
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{
|
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value = math.exp10(math.sqrt(value));
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}
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}
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}
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|
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var duration = $"{(Time.realtimeSinceStartup - startTime) * 1000f}ms";
|
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Debug.Log(duration);
|
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}
|
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}
|
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|
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[BurstCompile]
|
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public struct ReallyToughParallelJobTransforms : IJobParallelForTransform
|
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{
|
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public NativeArray<float> moveYArray;
|
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[ReadOnly] public float deltaTime;
|
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public void Execute(int index, TransformAccess transform)
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{
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transform.position += new Vector3(0, moveYArray[index] * deltaTime, 0f);
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if (transform.position.y > 5f)
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{
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moveYArray[index] = -Math.Abs(moveYArray[index]);
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}
|
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else if (transform.position.y < -5f)
|
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{
|
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moveYArray[index] = Math.Abs(moveYArray[index]);
|
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}
|
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|
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// Represents a tough task like some pathfinding or complex calculation
|
||||
var value = 0f;
|
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for (var i = 0; i < 250; i++)
|
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{
|
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value = math.exp10(math.sqrt(value));
|
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}
|
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}
|
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}
|
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11
test-project/Assets/Scenes/Scene1/JobSystem.cs.meta
Normal file
11
test-project/Assets/Scenes/Scene1/JobSystem.cs.meta
Normal file
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342
test-project/Assets/Scenes/Scene1/Scene1.unity
Normal file
342
test-project/Assets/Scenes/Scene1/Scene1.unity
Normal file
@@ -0,0 +1,342 @@
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Reference in New Issue
Block a user