Пример #1
0
        public static AudioInfo CreateAudioInfo(string assetPath)
        {
            if (!EditorPath.IsAudio(assetPath))
            {
                return(null);
            }

            AudioInfo audioInfo = null;

            if (!_dictAudioInfo.TryGetValue(assetPath, out audioInfo))
            {
                audioInfo = new AudioInfo();
                _dictAudioInfo.Add(assetPath, audioInfo);
            }

            AudioImporter audioImporter = AssetImporter.GetAtPath(assetPath) as AudioImporter;
            AudioClip     audioClip     = AssetDatabase.LoadAssetAtPath <AudioClip>(assetPath);

            if (audioImporter == null || audioClip == null)
            {
                Debug.LogError("audioImporter is empty");
                return(null);
            }

            audioInfo.Path                             = assetPath;
            audioInfo.ForceToMono                      = audioImporter.forceToMono;
            audioInfo.LoadInBackground                 = audioImporter.loadInBackground;
            audioInfo.Ambisonic                        = audioImporter.ambisonic;
            audioInfo.MemSize                          = EditorTool.GetRuntimeMemorySize(audioClip);
            audioInfo.ImportedSize                     = EditorTool.GetRuntimeMemorySize(audioClip);
            audioInfo.StandAloneAudioClipLoadType      = audioImporter.GetOverrideSampleSettings("Standalone").loadType;
            audioInfo.AndroidAudioClipLoadType         = audioImporter.GetOverrideSampleSettings("Android").loadType;
            audioInfo.iOSAudioClipLoadType             = audioImporter.GetOverrideSampleSettings("iOS").loadType;
            audioInfo.StandAloneAudioCompressionFormat = audioImporter.GetOverrideSampleSettings("Standalone").compressionFormat;
            audioInfo.AndroidAudioCompressionFormat    = audioImporter.GetOverrideSampleSettings("Android").compressionFormat;
            audioInfo.iOSAudioCompressionFormat        = audioImporter.GetOverrideSampleSettings("iOS").compressionFormat;
            audioInfo.OriginSize                       = ViewerConst.GetInternalValue <int>(audioImporter, "get_origSize", null);
            audioInfo.CompressedSize                   = ViewerConst.GetInternalValue <int>(audioImporter, "get_compSize", null);

            if (++_loadCount % 256 == 0)
            {
                Resources.UnloadUnusedAssets();
            }

            return(audioInfo);
        }
Пример #2
0
        public static long CalcAssetSize(string assetPath, BundleType type)
        {
            assetPath = EditorPath.FormatAssetPath(assetPath);
            assetPath = EditorPath.NormalizePathSplash(assetPath);

            long ret = 0;

            if (m_pathFileSize.TryGetValue(assetPath, out ret))
            {
                return(ret);
            }

            BundleImportData assetImportData = BundleDataControl.Instance.GetPathImportData(assetPath);

            UnityEngine.Object[] assets = null;

            switch (type)
            {
            case BundleType.Texture:
                assets = AssetDatabase.LoadAllAssetsAtPath(assetPath);
                for (int i = 0; i < assets.Length; ++i)
                {
                    if (assets[i] is Texture)
                    {
                        ret += EditorTool.GetRuntimeMemorySize(assets[i]);
                    }
                }

                break;

            case BundleType.Material:
                string[] deps = AssetDepot.GetDependenciesCache(assetPath);
                for (int i = 0; i < deps.Length; ++i)
                {
                    if (EditorPath.IsTexture(deps[i]))
                    {
                        BundleImportData data = BundleDataControl.Instance.GetPathImportData(deps[i]);
                        if (assetImportData == null || data == null || assetImportData.Index < data.Index || data.SkipData)
                        {
                            ret += EditorTool.CalculateTextureSizeBytes(deps[i]);
                        }
                    }
                }
                ret += 512;
                break;

            case BundleType.FBX:
            case BundleType.Controller:
            case BundleType.Animation:
                assets = AssetDatabase.LoadAllAssetsAtPath(assetPath);
                List <UnityEngine.Object> list = AssetFilter.FilterObjectByType(assets, type, assetPath);
                for (int i = 0; i < list.Count; ++i)
                {
                    ret += EditorTool.GetRuntimeMemorySize(list[i]);
                }
                break;

            default:
                FileInfo fileInfo = new FileInfo(assetPath);
                ret = fileInfo.Length;
                break;
            }

            for (int i = 0; assets != null && i < assets.Length; ++i)
            {
                if ((!(assets[i] is GameObject)) && (!(assets[i] is Component)))
                {
                    Resources.UnloadAsset(assets[i]);
                }
            }

            m_pathFileSize.Add(assetPath, ret);
            return(ret);
        }