Unity 如何获取Texture 的内存大小

在Unity中,要获取Texture的内存文件大小,可以使用UnityEditor.TextureUtil类中的一些函数。这些函数提供了获取存储内存大小和运行时内存大小的方法。由于UnityEditor.TextureUtil是一个内部类,我们需要使用反射来访问它。

步骤

  1. 导入UnityEditor命名空间和System.Reflection命名空间:
using UnityEditor;
using System.Reflection;
  1. 创建一个函数来获取Texture的内存文件大小:
public static long GetTextureFileSize(Texture2D texture)
{
    long fileSize = 0;

    // 使用反射获取UnityEditor.TextureUtil类的Type
    Type textureUtilType = typeof(TextureImporter).Assembly.GetType("UnityEditor.TextureUtil");

    // 使用反射获取UnityEditor.TextureUtil类的GetStorageMemorySizeLong方法
    MethodInfo getStorageMemorySizeLongMethod = textureUtilType.GetMethod("GetStorageMemorySizeLong", BindingFlags.Static | BindingFlags.Public);

    // 调用GetStorageMemorySizeLong方法获取存储内存大小
    fileSize = (long)getStorageMemorySizeLongMethod.Invoke(null, new object[] { texture });

    return fileSize;
}
  1. 创建一个函数来获取Texture的运行时内存大小:
public static long GetTextureRuntimeMemorySize(Texture2D texture)
{
    long memorySize = 0;

    // 使用反射获取UnityEditor.TextureUtil类的Type
    Type textureUtilType = typeof(TextureImporter).Assembly.GetType("UnityEditor.TextureUtil");

    // 使用反射获取UnityEditor.TextureUtil类的GetRuntimeMemorySizeLong方法
    MethodInfo getRuntimeMemorySizeLongMethod = textureUtilType.GetMethod("GetRuntimeMemorySizeLong", BindingFlags.Static | BindingFlags.Public);

    // 调用GetRuntimeMemorySizeLong方法获取运行时内存大小
    memorySize = (long)getRuntimeMemorySizeLongMethod.Invoke(null, new object[] { texture });

    return memorySize;
}

示例代码

示例 1:获取Texture的存储内存大小

using UnityEngine;
using UnityEditor;
using System.Reflection;

public class TextureSizeExample : MonoBehaviour
{
    [SerializeField]
    private Texture2D texture;

    private void Start()
    {
        long fileSize = GetTextureFileSize(texture);
        Debug.Log("Texture File Size: " + fileSize + " bytes");
    }

    private static long GetTextureFileSize(Texture2D texture)
    {
        long fileSize = 0;

        Type textureUtilType = typeof(TextureImporter).Assembly.GetType("UnityEditor.TextureUtil");
        MethodInfo getStorageMemorySizeLongMethod = textureUtilType.GetMethod("GetStorageMemorySizeLong", BindingFlags.Static | BindingFlags.Public);
        fileSize = (long)getStorageMemorySizeLongMethod.Invoke(null, new object[] { texture });

        return fileSize;
    }
}

示例 2:获取Texture的运行时内存大小

using UnityEngine;
using UnityEditor;
using System.Reflection;

public class TextureSizeExample : MonoBehaviour
{
    [SerializeField]
    private Texture2D texture;

    private void Start()
    {
        long memorySize = GetTextureRuntimeMemorySize(texture);
        Debug.Log("Texture Runtime Memory Size: " + memorySize + " bytes");
    }

    private static long GetTextureRuntimeMemorySize(Texture2D texture)
    {
        long memorySize = 0;

        Type textureUtilType = typeof(TextureImporter).Assembly.GetType("UnityEditor.TextureUtil");
        MethodInfo getRuntimeMemorySizeLongMethod = textureUtilType.GetMethod("GetRuntimeMemorySizeLong", BindingFlags.Static | BindingFlags.Public);
        memorySize = (long)getRuntimeMemorySizeLongMethod.Invoke(null, new object[] { texture });

        return memorySize;
    }
}

示例 3:同时获取Texture的存储内存大小和运行时内存大小

using UnityEngine;
using UnityEditor;
using System.Reflection;

public class TextureSizeExample : MonoBehaviour
{
    [SerializeField]
    private Texture2D texture;

    private void Start()
    {
        long fileSize = GetTextureFileSize(texture);
        long memorySize = GetTextureRuntimeMemorySize(texture);

        Debug.Log("Texture File Size: " + fileSize + " bytes");
        Debug.Log("Texture Runtime Memory Size: " + memorySize + " bytes");
    }

    private static long GetTextureFileSize(Texture2D texture)
    {
        long fileSize = 0;

        Type textureUtilType = typeof(TextureImporter).Assembly.GetType("UnityEditor.TextureUtil");
        MethodInfo getStorageMemorySizeLongMethod = textureUtilType.GetMethod("GetStorageMemorySizeLong", BindingFlags.Static | BindingFlags.Public);
        fileSize = (long)getStorageMemorySizeLongMethod.Invoke(null, new object[] { texture });

        return fileSize;
    }

    private static long GetTextureRuntimeMemorySize(Texture2D texture)
    {
        long memorySize = 0;

        Type textureUtilType = typeof(TextureImporter).Assembly.GetType("UnityEditor.TextureUtil");
        MethodInfo getRuntimeMemorySizeLongMethod = textureUtilType.GetMethod("GetRuntimeMemorySizeLong", BindingFlags.Static | BindingFlags.Public);
        memorySize = (long)getRuntimeMemorySizeLongMethod.Invoke(null, new object[] { texture });

        return memorySize;
    }
}

注意事项

  • 确保在使用反射访问UnityEditor.TextureUtil类之前,已经导入了UnityEditor命名空间和System.Reflection命名空间。
  • 使用反射时,需要使用BindingFlags.Static | BindingFlags.Public来获取静态公共方法。
  • 在示例代码中,我们使用了Texture2D类型的变量来表示Texture,你可以根据实际情况修改代码以适应不同的Texture类型。
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文章来源: 博客园

原文链接: https://www.cnblogs.com/alianblank/p/17639067.html

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