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1.9 KiB

using UnityEngine;
public class FloatRollingAverage
{
public float latest { get; private set; }
public float max { get; private set; }
public float min { get; private set; }
public float average { get; private set; }
public float stdDeviation { get; private set; }
public CircularList<float> GetData()
{
return m_Entries;
}
public FloatRollingAverage(int windowSize = 64)
{
m_Entries = new CircularList<float>(windowSize);
}
public void Update(float value)
{
latest = value;
if (m_Entries.Count == m_Entries.Capacity)
{
var oldValue = m_Entries[0];
if (oldValue == min || oldValue == max)
{
// Recalculate min and max
min = float.MaxValue;
max = float.MinValue;
for (int i = 0; i < m_Entries.Capacity; ++i)
{
var entry = m_Entries[i];
if (entry < min)
min = m_Entries[i];
if (entry > max)
max = m_Entries[i];
}
}
m_Sum -= oldValue;
m_SqrSum -= oldValue * oldValue;
}
if (value > max)
max = value;
if (value < min)
min = value;
m_Entries.Add(value);
var samples = m_Entries.Count;
m_Sum += value;
m_SqrSum += value * value;
average = m_Sum / samples;
float f = (m_SqrSum - m_Sum * m_Sum / samples) / samples;
stdDeviation = f >= 0 ? Mathf.Sqrt(f) : 0;
}
public void Reset()
{
m_Entries.Clear();
latest = 0;
average = 0;
max = 0;
min = 0;
stdDeviation = 0;
m_Sum = 0;
m_SqrSum = 0;
}
float m_Sum;
float m_SqrSum;
CircularList<float> m_Entries;
}