In genreal, is there any difference in performance between doing code like this…
void determineTrajectory(){
aPt = Nozzle2.position; // touch position
////print("aPt " + aPt);
bPt = Nozzle1.position; //playerObject position in screen space
////print("bPt " + bPt);
nozzleRise = aPt.y - bPt.y; /// rise
nozzleRun = aPt.x - bPt.x; /// run
bulletTrajectory = new Vector2(nozzleRun, nozzleRise);
bulletRayDirection = new Vector3(bulletTrajectory.x * 100, bulletTrajectory.y * 100, 0);
bulletRay = new Ray(aPt, bulletRayDirection);
btnPressed = true;///alllows update to register ray.
}
And doing code like this…
void determineTrajectory(){
aPt = Nozzle2.position; // touch position
////print("aPt " + aPt);
bPt = Nozzle1.position; //playerObject position in screen space
////print("bPt " + bPt);
nozzleRise = aPt.y - bPt.y; /// rise
nozzleRun = aPt.x - bPt.x; /// run
bulletTrajectory = new Vector2(nozzleRun, nozzleRise);
castRay();
}
void castRay(){
bulletRayDirection = new Vector3(bulletTrajectory.x * 100, bulletTrajectory.y * 100, 0);
bulletRay = new Ray(aPt, bulletRayDirection);
btnPressed = true;///alllows update to register ray.
}
Obviously, this is nominal, but on a massive scale, or just in general, is it more healthy for the engine, if code is broken down. Above all else, I generally prefer the second method due to better read back ability. It makes more sense to me, if I go back to it, after a while. But, is there any difference in performance? If so, why?