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
- 导入UnityEditor命名空间和System.Reflection命名空间:
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using UnityEditor;using System.Reflection; |
- 创建一个函数来获取Texture的内存文件大小:
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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;} |
- 创建一个函数来获取Texture的运行时内存大小:
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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
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using UnityEngine;using UnityEditor;using System.Reflection;public class TextureSizeExample : MonoBehaviour{ [SerializeField] private Texture2D texture; private void Start() { long fileSize = GetTextureFileSize(texture); } 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
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using UnityEngine;using UnityEditor;using System.Reflection;public class TextureSizeExample : MonoBehaviour{ [SerializeField] private Texture2D texture; private void Start() { long memorySize = GetTextureRuntimeMemorySize(texture); } 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
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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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