# Unity 如何获取Texture 的内存大小

  • # Unity 如何获取Texture 的内存大小已关闭评论
  • 102 次浏览
  • A+
所属分类:.NET技术
摘要

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。


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。