# Unity 如何獲取Texture 的內(nèi)存大小

Unity 如何獲取Texture 的內(nèi)存大小

在Unity中,要獲取Texture的內(nèi)存文件大小,可以使用UnityEditor.TextureUtil類中的一些函數(shù)。這些函數(shù)提供了獲取存儲內(nèi)存大小和運行時內(nèi)存大小的方法。由于UnityEditor.TextureUtil是一個內(nèi)部類,我們需要使用反射來訪問它。

步驟

  1. 導入UnityEditor命名空間和System.Reflection命名空間:
using UnityEditor;
using System.Reflection;
  1. 創(chuàng)建一個函數(shù)來獲取Texture的內(nèi)存文件大小:
public static long GetTextureFileSize(Texture2D texture)
{
    long fileSize = 0;

    // 使用反射獲取UnityEditor.TextureUtil類的Type
    Type textureUtilType = typeof(TextureImporter).Assembly.GetType("UnityEditor.TextureUtil");

    // 使用反射獲取UnityEditor.TextureUtil類的GetStorageMemorySizeLong方法
    MethodInfo getStorageMemorySizeLongMethod = textureUtilType.GetMethod("GetStorageMemorySizeLong", BindingFlags.Static | BindingFlags.Public);

    // 調(diào)用GetStorageMemorySizeLong方法獲取存儲內(nèi)存大小
    fileSize = (long)getStorageMemorySizeLongMethod.Invoke(null, new object[] { texture });

    return fileSize;
}
  1. 創(chuàng)建一個函數(shù)來獲取Texture的運行時內(nèi)存大?。?/li>
public static long GetTextureRuntimeMemorySize(Texture2D texture)
{
    long memorySize = 0;

    // 使用反射獲取UnityEditor.TextureUtil類的Type
    Type textureUtilType = typeof(TextureImporter).Assembly.GetType("UnityEditor.TextureUtil");

    // 使用反射獲取UnityEditor.TextureUtil類的GetRuntimeMemorySizeLong方法
    MethodInfo getRuntimeMemorySizeLongMethod = textureUtilType.GetMethod("GetRuntimeMemorySizeLong", BindingFlags.Static | BindingFlags.Public);

    // 調(diào)用GetRuntimeMemorySizeLong方法獲取運行時內(nèi)存大小
    memorySize = (long)getRuntimeMemorySizeLongMethod.Invoke(null, new object[] { texture });

    return memorySize;
}

示例代碼

示例 1:獲取Texture的存儲內(nèi)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:獲取Texture的運行時內(nèi)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:同時獲取Texture的存儲內(nèi)存大小和運行時內(nèi)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;
    }
}

注意事項

  • 確保在使用反射訪問UnityEditor.TextureUtil類之前,已經(jīng)導入了UnityEditor命名空間和System.Reflection命名空間。
  • 使用反射時,需要使用BindingFlags.Static | BindingFlags.Public來獲取靜態(tài)公共方法。
  • 在示例代碼中,我們使用了Texture2D類型的變量來表示Texture,你可以根據(jù)實際情況修改代碼以適應不同的Texture類型。
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