第9章 内存优化

第9章 内存优化

AssetBundle内存模型

AssetBundle内存结构

AssetBundle在内存中的结构是理解内存优化的基础。一个AssetBundle在加载到内存后会占用多个内存区域:

  1. Bundle数据区:存储原始的压缩数据
  2. 解压缓冲区:存储解压后的数据
  3. 对象引用区:存储对Asset对象的引用
  4. 类型信息区:存储类型定义和元数据

AssetBundle内存分析工具

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using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.ResourceManagement.AsyncOperations;

public class AssetBundleMemoryAnalyzer : MonoBehaviour
{
[System.Serializable]
public class MemorySnapshot
{
public string bundleName;
public long bundleSize;
public long loadedSize;
public int objectCount;
public List<AssetMemoryInfo> assets;
public DateTime timestamp;
}

[System.Serializable]
public class AssetMemoryInfo
{
public string assetName;
public string assetType;
public long size;
public int referenceCount;
public bool isLoaded;
}

private Dictionary<string, MemorySnapshot> memorySnapshots = new Dictionary<string, MemorySnapshot>();
private List<string> loadedBundles = new List<string>();

/// <summary>
/// 获取AssetBundle内存快照
/// </summary>
public async System.Threading.Tasks.Task<MemorySnapshot> GetBundleMemorySnapshot(string bundleAddress)
{
var snapshot = new MemorySnapshot
{
bundleName = bundleAddress,
timestamp = DateTime.Now,
assets = new List<AssetMemoryInfo>()
};

try
{
// 加载AssetBundle进行分析
var handle = Addressables.LoadAssetAsync<GameObject>(bundleAddress);
await handle.Task;

if (handle.Status == AsyncOperationStatus.Succeeded)
{
var loadedAsset = handle.Result;

// 分析资源信息
snapshot.loadedSize = EstimateAssetSize(loadedAsset);
snapshot.objectCount = CountObjectsInAsset(loadedAsset);

// 释放资源
Addressables.Release(handle);
}
}
catch (Exception e)
{
Debug.LogError($"获取内存快照失败: {e.Message}");
}

return snapshot;
}

private long EstimateAssetSize(UnityEngine.Object asset)
{
// 估算资源大小(实际实现会更复杂)
if (asset is GameObject go)
{
// 估算GameObject及其组件的大小
long size = 0;

// 估算组件数量
var components = go.GetComponents<Component>();
size += components.Length * 1024; // 每个组件约1KB

// 估算子对象
size += CountChildObjects(go.transform) * 512; // 每个子对象约512B

return size;
}

return 1024 * 1024; // 默认1MB
}

private int CountObjectsInAsset(UnityEngine.Object asset)
{
if (asset is GameObject go)
{
return 1 + CountChildObjects(go.transform);
}
return 1;
}

private int CountChildObjects(Transform parent)
{
int count = 0;
foreach (Transform child in parent)
{
count++;
count += CountChildObjects(child);
}
return count;
}

/// <summary>
/// 记录内存使用情况
/// </summary>
public void RecordMemoryUsage(string bundleAddress, long size)
{
var snapshot = new MemorySnapshot
{
bundleName = bundleAddress,
bundleSize = size,
timestamp = DateTime.Now,
assets = new List<AssetMemoryInfo>()
};

memorySnapshots[bundleAddress] = snapshot;
loadedBundles.Add(bundleAddress);

Debug.Log($"记录内存使用: {bundleAddress}, 大小: {FormatFileSize(size)}");
}

/// <summary>
/// 获取内存使用统计
/// </summary>
public string GetMemoryUsageStats()
{
long totalSize = 0;
foreach (var snapshot in memorySnapshots.Values)
{
totalSize += snapshot.bundleSize;
}

return $"已加载Bundle数: {loadedBundles.Count}, 总内存使用: {FormatFileSize(totalSize)}";
}

/// <summary>
/// 格式化文件大小
/// </summary>
private string FormatFileSize(long bytes)
{
string[] sizes = { "B", "KB", "MB", "GB" };
double len = bytes;
int order = 0;
while (len >= 1024 && order < sizes.Length - 1)
{
order++;
len = len / 1024;
}
return $"{len:F2}{sizes[order]}";
}

/// <summary>
/// 清理内存快照
/// </summary>
public void ClearMemorySnapshots()
{
memorySnapshots.Clear();
loadedBundles.Clear();
}
}

内存分配模式分析

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using System;
using System.Collections.Generic;
using UnityEngine;

public class MemoryAllocationAnalyzer
{
[System.Serializable]
public class AllocationPattern
{
public string assetType;
public int allocationCount;
public long totalAllocated;
public long peakUsage;
public float averageSize;
public DateTime firstAllocation;
public DateTime lastAllocation;
}

private Dictionary<string, AllocationPattern> allocationPatterns = new Dictionary<string, AllocationPattern>();
private List<long> memoryUsageHistory = new List<long>();
private long peakMemoryUsage = 0;

/// <summary>
/// 记录内存分配
/// </summary>
public void RecordAllocation(string assetType, long size)
{
if (!allocationPatterns.ContainsKey(assetType))
{
allocationPatterns[assetType] = new AllocationPattern
{
assetType = assetType,
firstAllocation = DateTime.Now
};
}

var pattern = allocationPatterns[assetType];
pattern.allocationCount++;
pattern.totalAllocated += size;
pattern.averageSize = (float)pattern.totalAllocated / pattern.allocationCount;
pattern.lastAllocation = DateTime.Now;

// 更新峰值内存使用
if (size > pattern.peakUsage)
{
pattern.peakUsage = size;
}

// 记录总体内存使用历史
memoryUsageHistory.Add(size);
if (size > peakMemoryUsage)
{
peakMemoryUsage = size;
}

Debug.Log($"内存分配记录: {assetType}, 大小: {FormatFileSize(size)}, " +
$"类型总计: {pattern.allocationCount}次, {FormatFileSize(pattern.totalAllocated)}");
}

/// <summary>
/// 获取分配模式分析
/// </summary>
public string GetAllocationAnalysis()
{
var analysis = new System.Text.StringBuilder();
analysis.AppendLine("=== 内存分配模式分析 ===");

foreach (var pattern in allocationPatterns.Values)
{
analysis.AppendLine($"{pattern.assetType}:");
analysis.AppendLine($" 分配次数: {pattern.allocationCount}");
analysis.AppendLine($" 总分配量: {FormatFileSize(pattern.totalAllocated)}");
analysis.AppendLine($" 平均大小: {FormatFileSize((long)pattern.averageSize)}");
analysis.AppendLine($" 峰值使用: {FormatFileSize(pattern.peakUsage)}");
analysis.AppendLine($" 分配时间: {pattern.firstAllocation:HH:mm:ss} - {pattern.lastAllocation:HH:mm:ss}");
analysis.AppendLine();
}

analysis.AppendLine($"总体峰值内存使用: {FormatFileSize(peakMemoryUsage)}");
analysis.AppendLine($"总分配记录数: {memoryUsageHistory.Count}");

return analysis.ToString();
}

/// <summary>
/// 获取内存优化建议
/// </summary>
public List<string> GetMemoryOptimizationSuggestions()
{
var suggestions = new List<string>();

foreach (var pattern in allocationPatterns.Values)
{
// 检查大对象分配
if (pattern.averageSize > 10 * 1024 * 1024) // 10MB
{
suggestions.Add($"大对象类型 {pattern.assetType} 平均大小: {FormatFileSize((long)pattern.averageSize)}, " +
$"考虑资源分块或流式加载");
}

// 检查频繁分配
if (pattern.allocationCount > 100 && pattern.assetType == "Texture")
{
suggestions.Add($"纹理类型 {pattern.assetType} 分配频繁 ({pattern.allocationCount}次), " +
$"考虑纹理图集或对象池");
}
}

// 检查总体内存使用
long totalAllocated = 0;
foreach (var pattern in allocationPatterns.Values)
{
totalAllocated += pattern.totalAllocated;
}

if (totalAllocated > 100 * 1024 * 1024) // 100MB
{
suggestions.Add($"总内存分配量过大: {FormatFileSize(totalAllocated)}, " +
$"考虑资源卸载策略和缓存管理");
}

return suggestions;
}

private string FormatFileSize(long bytes)
{
string[] sizes = { "B", "KB", "MB", "GB" };
double len = bytes;
int order = 0;
while (len >= 1024 && order < sizes.Length - 1)
{
order++;
len = len / 1024;
}
return $"{len:F2}{sizes[order]}";
}

/// <summary>
/// 重置分析数据
/// </summary>
public void ResetAnalysis()
{
allocationPatterns.Clear();
memoryUsageHistory.Clear();
peakMemoryUsage = 0;
}
}

Shared Dependencies处理

共享依赖识别与管理

在Addressables系统中,多个资源可能共享相同的依赖项(如纹理、材质、音频等)。正确处理共享依赖是内存优化的关键。

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using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AddressableAssets;

public class SharedDependencyManager
{
[System.Serializable]
public class SharedDependencyInfo
{
public string dependencyAddress;
public List<string> dependents; // 依赖此资源的资源列表
public int referenceCount;
public long size;
public bool isShared; // 是否为共享资源
public DateTime lastAccessed;
}

private Dictionary<string, SharedDependencyInfo> sharedDependencies = new Dictionary<string, SharedDependencyInfo>();
private Dictionary<string, List<string>> dependentMap = new Dictionary<string, List<string>>(); // 资源 -> 依赖列表

/// <summary>
/// 分析资源依赖关系
/// </summary>
public void AnalyzeDependencies(string[] assetAddresses)
{
foreach (string assetAddress in assetAddresses)
{
AnalyzeSingleAssetDependencies(assetAddress);
}

IdentifySharedDependencies();
Debug.Log($"依赖分析完成,发现 {sharedDependencies.Count} 个共享依赖");
}

private void AnalyzeSingleAssetDependencies(string assetAddress)
{
// 这里需要使用Addressables的依赖分析API
// 简化实现,使用模拟数据
var dependencies = GetAssetDependencies(assetAddress);

foreach (string dependency in dependencies)
{
if (!sharedDependencies.ContainsKey(dependency))
{
sharedDependencies[dependency] = new SharedDependencyInfo
{
dependencyAddress = dependency,
dependents = new List<string>(),
referenceCount = 0
};
}

var depInfo = sharedDependencies[dependency];
if (!depInfo.dependents.Contains(assetAddress))
{
depInfo.dependents.Add(assetAddress);
depInfo.referenceCount++;
}

// 记录资源的依赖关系
if (!dependentMap.ContainsKey(assetAddress))
{
dependentMap[assetAddress] = new List<string>();
}
if (!dependentMap[assetAddress].Contains(dependency))
{
dependentMap[assetAddress].Add(dependency);
}
}
}

private List<string> GetAssetDependencies(string assetAddress)
{
// 模拟获取资源依赖
// 在实际实现中,这里应该使用Addressables的依赖分析功能
var dependencies = new List<string>();

// 模拟一些依赖关系
if (assetAddress.Contains("Character"))
{
dependencies.Add("Assets/Textures/CharacterTexture.png");
dependencies.Add("Assets/Materials/CharacterMaterial.mat");
}
else if (assetAddress.Contains("Weapon"))
{
dependencies.Add("Assets/Textures/WeaponTexture.png");
dependencies.Add("Assets/Materials/WeaponMaterial.mat");
}

return dependencies;
}

private void IdentifySharedDependencies()
{
foreach (var pair in sharedDependencies)
{
pair.Value.isShared = pair.Value.referenceCount > 1;
}
}

/// <summary>
/// 获取共享依赖信息
/// </summary>
public SharedDependencyInfo GetSharedDependencyInfo(string dependencyAddress)
{
if (sharedDependencies.ContainsKey(dependencyAddress))
{
return sharedDependencies[dependencyAddress];
}
return null;
}

/// <summary>
/// 获取资源的依赖列表
/// </summary>
public List<string> GetAssetDependenciesList(string assetAddress)
{
if (dependentMap.ContainsKey(assetAddress))
{
return dependentMap[assetAddress];
}
return new List<string>();
}

/// <summary>
/// 检测共享依赖问题
/// </summary>
public List<string> DetectSharedDependencyIssues()
{
var issues = new List<string>();

foreach (var pair in sharedDependencies)
{
var depInfo = pair.Value;

// 检查过度共享的依赖
if (depInfo.referenceCount > 50) // 假设超过50个引用为过度共享
{
issues.Add($"资源 {depInfo.dependencyAddress}{depInfo.referenceCount} 个资源共享," +
$"可能导致内存占用过大");
}

// 检查大尺寸共享依赖
if (depInfo.size > 10 * 1024 * 1024 && depInfo.isShared) // 10MB以上的大共享资源
{
issues.Add($"大尺寸共享资源 {depInfo.dependencyAddress} 大小: {FormatFileSize(depInfo.size)}, " +
$"被 {depInfo.referenceCount} 个资源共享");
}
}

return issues;
}

/// <summary>
/// 优化共享依赖
/// </summary>
public void OptimizeSharedDependencies()
{
var issues = DetectSharedDependencyIssues();

foreach (var issue in issues)
{
Debug.LogWarning($"共享依赖问题: {issue}");
}

// 提供优化建议
var suggestions = GetOptimizationSuggestions();
foreach (var suggestion in suggestions)
{
Debug.Log($"优化建议: {suggestion}");
}
}

/// <summary>
/// 获取优化建议
/// </summary>
private List<string> GetOptimizationSuggestions()
{
var suggestions = new List<string>();

foreach (var pair in sharedDependencies)
{
var depInfo = pair.Value;

if (depInfo.referenceCount > 50)
{
suggestions.Add($"考虑将 {depInfo.dependencyAddress} 分解为多个专用资源以减少共享");
}
else if (depInfo.size > 10 * 1024 * 1024 && depInfo.isShared)
{
suggestions.Add($"考虑对大尺寸共享资源 {depInfo.dependencyAddress} 进行压缩或优化");
}
}

return suggestions;
}

/// <summary>
/// 获取共享依赖统计
/// </summary>
public string GetSharedDependencyStats()
{
int totalDependencies = sharedDependencies.Count;
int sharedCount = 0;
int totalReferences = 0;
long totalSize = 0;

foreach (var depInfo in sharedDependencies.Values)
{
if (depInfo.isShared) sharedCount++;
totalReferences += depInfo.referenceCount;
totalSize += depInfo.size;
}

float avgReferences = totalDependencies > 0 ? (float)totalReferences / totalDependencies : 0;

var stats = new System.Text.StringBuilder();
stats.AppendLine("=== 共享依赖统计 ===");
stats.AppendLine($"总依赖数: {totalDependencies}");
stats.AppendLine($"共享依赖数: {sharedCount}");
stats.AppendLine($"总引用数: {totalReferences}");
stats.AppendLine($"平均引用数: {avgReferences:F2}");
stats.AppendLine($"总大小: {FormatFileSize(totalSize)}");

return stats.ToString();
}

private string FormatFileSize(long bytes)
{
string[] sizes = { "B", "KB", "MB", "GB" };
double len = bytes;
int order = 0;
while (len >= 1024 && order < sizes.Length - 1)
{
order++;
len = len / 1024;
}
return $"{len:F2}{sizes[order]}";
}

/// <summary>
/// 清理分析数据
/// </summary>
public void ClearAnalysisData()
{
sharedDependencies.Clear();
dependentMap.Clear();
}
}

共享依赖缓存策略

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using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.ResourceManagement.AsyncOperations;

public class SharedDependencyCache
{
[System.Serializable]
public class CachedAsset
{
public UnityEngine.Object asset;
public AsyncOperationHandle handle;
public int referenceCount;
public DateTime lastAccessed;
public bool isPinned; // 是否固定在缓存中
}

private Dictionary<string, CachedAsset> assetCache = new Dictionary<string, CachedAsset>();
private Queue<string> accessOrder = new Queue<string>(); // LRU队列
private int maxCacheSize = 100; // 最大缓存大小
private long maxCacheMemory = 50 * 1024 * 1024; // 50MB最大内存
private long currentCacheMemory = 0;

public SharedDependencyCache(int maxCacheSize = 100, long maxMemory = 50 * 1024 * 1024)
{
this.maxCacheSize = maxCacheSize;
this.maxCacheMemory = maxMemory;
}

/// <summary>
/// 获取共享资源
/// </summary>
public async System.Threading.Tasks.Task<UnityEngine.Object> GetSharedAsset(string address)
{
if (assetCache.ContainsKey(address))
{
// 资源已在缓存中,增加引用计数
var cachedAsset = assetCache[address];
cachedAsset.referenceCount++;
cachedAsset.lastAccessed = DateTime.Now;

// 更新访问顺序
accessOrder.Enqueue(address);

Debug.Log($"从缓存获取共享资源: {address}, 引用计数: {cachedAsset.referenceCount}");
return cachedAsset.asset;
}

// 资源不在缓存中,加载并缓存
var handle = Addressables.LoadAssetAsync<UnityEngine.Object>(address);
var asset = await handle.Task;

if (asset != null)
{
// 检查是否需要清理缓存
if (assetCache.Count >= maxCacheSize || currentCacheMemory >= maxCacheMemory)
{
CleanupCache();
}

// 添加到缓存
var cachedAsset = new CachedAsset
{
asset = asset,
handle = handle,
referenceCount = 1,
lastAccessed = DateTime.Now,
isPinned = false
};

assetCache[address] = cachedAsset;
accessOrder.Enqueue(address);

// 估算内存使用
long assetSize = EstimateAssetSize(asset);
currentCacheMemory += assetSize;

Debug.Log($"加载并缓存共享资源: {address}, 内存使用: {FormatFileSize(assetSize)}");
}

return asset;
}

/// <summary>
/// 释放共享资源引用
/// </summary>
public void ReleaseSharedAsset(string address)
{
if (assetCache.ContainsKey(address))
{
var cachedAsset = assetCache[address];
cachedAsset.referenceCount--;

Debug.Log($"释放共享资源引用: {address}, 剩余引用: {cachedAsset.referenceCount}");

// 如果引用计数为0且不是固定资源,则考虑从缓存中移除
if (cachedAsset.referenceCount <= 0 && !cachedAsset.isPinned)
{
RemoveFromCache(address);
}
}
}

/// <summary>
/// 固定资源在缓存中
/// </summary>
public void PinAsset(string address)
{
if (assetCache.ContainsKey(address))
{
assetCache[address].isPinned = true;
Debug.Log($"固定缓存资源: {address}");
}
}

/// <summary>
/// 取消固定缓存资源
/// </summary>
public void UnpinAsset(string address)
{
if (assetCache.ContainsKey(address))
{
assetCache[address].isPinned = false;
Debug.Log($"取消固定缓存资源: {address}");
}
}

private void RemoveFromCache(string address)
{
if (assetCache.ContainsKey(address))
{
var cachedAsset = assetCache[address];

// 释放Addressables引用
Addressables.Release(cachedAsset.handle);

// 减少内存计数
long assetSize = EstimateAssetSize(cachedAsset.asset);
currentCacheMemory -= assetSize;

assetCache.Remove(address);

Debug.Log($"从缓存移除资源: {address}, 释放内存: {FormatFileSize(assetSize)}");
}
}

private void CleanupCache()
{
// 使用LRU算法清理缓存
while (assetCache.Count > maxCacheSize * 0.8 || currentCacheMemory > maxCacheMemory * 0.8) // 保持80%的阈值
{
if (accessOrder.Count == 0) break;

string oldestAddress = accessOrder.Dequeue();

if (assetCache.ContainsKey(oldestAddress))
{
var cachedAsset = assetCache[oldestAddress];

// 只清理非固定且引用计数为0的资源
if (!cachedAsset.isPinned && cachedAsset.referenceCount <= 0)
{
RemoveFromCache(oldestAddress);
}
else
{
// 如果资源仍在使用,重新加入队列
accessOrder.Enqueue(oldestAddress);
}
}
}

Debug.Log($"缓存清理完成,当前缓存数: {assetCache.Count}, 内存使用: {FormatFileSize(currentCacheMemory)}");
}

private long EstimateAssetSize(UnityEngine.Object asset)
{
// 估算资源大小
if (asset is Texture2D texture)
{
return texture.width * texture.height * 4; // RGBA格式,每像素4字节
}
else if (asset is AudioClip audio)
{
// 音频文件大小估算
return (long)(audio.length * audio.frequency * audio.channels * 2); // 16位音频
}
else if (asset is GameObject go)
{
// GameObject大小估算
var components = go.GetComponents<Component>();
return components.Length * 1024; // 每个组件约1KB
}

return 1024 * 1024; // 默认1MB
}

/// <summary>
/// 获取缓存统计
/// </summary>
public string GetCacheStats()
{
int pinnedCount = 0;
int totalRefCount = 0;

foreach (var pair in assetCache)
{
if (pair.Value.isPinned) pinnedCount++;
totalRefCount += pair.Value.referenceCount;
}

return $"缓存资源数: {assetCache.Count}, 固定资源: {pinnedCount}, " +
$"总引用数: {totalRefCount}, 内存使用: {FormatFileSize(currentCacheMemory)} / {FormatFileSize(maxCacheMemory)}";
}

/// <summary>
/// 清理所有缓存
/// </summary>
public void ClearCache()
{
foreach (var pair in assetCache)
{
Addressables.Release(pair.Value.handle);
}

assetCache.Clear();
accessOrder.Clear();
currentCacheMemory = 0;

Debug.Log("共享依赖缓存已清理");
}

private string FormatFileSize(long bytes)
{
string[] sizes = { "B", "KB", "MB", "GB" };
double len = bytes;
int order = 0;
while (len >= 1024 && order < sizes.Length - 1)
{
order++;
len = len / 1024;
}
return $"{len:F2}{sizes[order]}";
}
}

重复资源检测与消除

重复资源检测器

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using System;
using System.Collections.Generic;
using System.Security.Cryptography;
using UnityEngine;
using UnityEngine.AddressableAssets;

public class DuplicateResourceDetector
{
[System.Serializable]
public class ResourceHash
{
public string assetAddress;
public string hash;
public long size;
public string assetType;
public DateTime lastModified;
}

[System.Serializable]
public class DuplicateGroup
{
public string representativeAsset;
public List<string> duplicates;
public string hash;
public long totalWastedSpace;
}

private List<ResourceHash> resourceHashes = new List<ResourceHash>();
private Dictionary<string, string> hashToAssetMap = new Dictionary<string, string>(); // hash -> first asset
private Dictionary<string, List<string>> duplicateGroups = new Dictionary<string, List<string>>();

/// <summary>
/// 扫描资源以检测重复
/// </summary>
public void ScanForDuplicates(string[] assetAddresses)
{
Debug.Log($"开始扫描 {assetAddresses.Length} 个资源以检测重复项");

resourceHashes.Clear();
hashToAssetMap.Clear();
duplicateGroups.Clear();

foreach (string address in assetAddresses)
{
var hashInfo = CalculateAssetHash(address);
if (hashInfo != null)
{
resourceHashes.Add(hashInfo);

if (hashToAssetMap.ContainsKey(hashInfo.hash))
{
// 发现重复资源
string firstAsset = hashToAssetMap[hashInfo.hash];

if (!duplicateGroups.ContainsKey(firstAsset))
{
duplicateGroups[firstAsset] = new List<string>();
}

duplicateGroups[firstAsset].Add(address);
Debug.Log($"发现重复资源: {address}{firstAsset} 重复");
}
else
{
hashToAssetMap[hashInfo.hash] = address;
}
}
}

Debug.Log($"扫描完成,发现 {GetDuplicateCount()} 组重复资源");
}

private ResourceHash CalculateAssetHash(string assetAddress)
{
try
{
// 获取资源路径
string assetPath = GetAssetPathFromAddress(assetAddress);
if (string.IsNullOrEmpty(assetPath)) return null;

// 计算文件哈希
byte[] fileBytes = System.IO.File.ReadAllBytes(assetPath);
byte[] hashBytes = SHA256.Create().ComputeHash(fileBytes);
string hash = BitConverter.ToString(hashBytes).Replace("-", "").ToLower();

var fileInfo = new System.IO.FileInfo(assetPath);

return new ResourceHash
{
assetAddress = assetAddress,
hash = hash,
size = fileInfo.Length,
assetType = GetAssetType(assetPath),
lastModified = fileInfo.LastWriteTime
};
}
catch (Exception e)
{
Debug.LogError($"计算资源哈希失败 {assetAddress}: {e.Message}");
return null;
}
}

private string GetAssetPathFromAddress(string address)
{
// 在实际实现中,这里需要通过Addressables API获取资源路径
// 简化实现,直接转换
if (address.StartsWith("Assets/"))
{
return System.IO.Path.Combine(UnityEngine.Application.dataPath,
address.Substring("Assets/".Length));
}

// 通过AssetDatabase查找GUID,再获取路径
string guid = UnityEditor.AssetDatabase.AssetPathToGUID(address);
if (!string.IsNullOrEmpty(guid))
{
return UnityEditor.AssetDatabase.GUIDToAssetPath(guid);
}

return "";
}

private string GetAssetType(string assetPath)
{
string extension = System.IO.Path.GetExtension(assetPath).ToLower();

switch (extension)
{
case ".prefab": return "Prefab";
case ".png":
case ".jpg":
case ".jpeg": return "Texture";
case ".fbx":
case ".obj": return "Model";
case ".wav":
case ".mp3":
case ".ogg": return "Audio";
case ".mat": return "Material";
case ".shader": return "Shader";
default: return "Other";
}
}

/// <summary>
/// 获取重复资源组
/// </summary>
public List<DuplicateGroup> GetDuplicateGroups()
{
var groups = new List<DuplicateGroup>();

foreach (var pair in duplicateGroups)
{
var hashInfo = GetResourceHashInfo(pair.Key);
if (hashInfo != null)
{
var group = new DuplicateGroup
{
representativeAsset = pair.Key,
duplicates = pair.Value,
hash = hashInfo.hash,
totalWastedSpace = (hashInfo.size * (pair.Value.Count + 1)) - hashInfo.size // 总大小 - 保留一个的大小
};

groups.Add(group);
}
}

return groups;
}

private ResourceHash GetResourceHashInfo(string assetAddress)
{
return resourceHashes.Find(h => h.assetAddress == assetAddress);
}

/// <summary>
/// 获取重复资源统计
/// </summary>
public string GetDuplicateStats()
{
int duplicateGroupsCount = duplicateGroups.Count;
long totalWastedSpace = 0;
int totalDuplicates = 0;

foreach (var group in GetDuplicateGroups())
{
totalWastedSpace += group.totalWastedSpace;
totalDuplicates += group.duplicates.Count;
}

var stats = new System.Text.StringBuilder();
stats.AppendLine("=== 重复资源统计 ===");
stats.AppendLine($"重复组数: {duplicateGroupsCount}");
stats.AppendLine($"总重复资源数: {totalDuplicates}");
stats.AppendLine($"浪费空间: {FormatFileSize(totalWastedSpace)}");

return stats.ToString();
}

/// <summary>
/// 生成重复资源报告
/// </summary>
public string GenerateDuplicateReport()
{
var report = new System.Text.StringBuilder();
report.AppendLine("=== 重复资源检测报告 ===");
report.AppendLine();

var groups = GetDuplicateGroups();
if (groups.Count == 0)
{
report.AppendLine("未发现重复资源");
return report.ToString();
}

foreach (var group in groups)
{
var representativeHash = GetResourceHashInfo(group.representativeAsset);
report.AppendLine($"重复组 (哈希: {group.hash.Substring(0, 8)}...):");
report.AppendLine($" 代表资源: {group.representativeAsset}");
report.AppendLine($" 重复数量: {group.duplicates.Count}");
report.AppendLine($" 资源大小: {FormatFileSize(representativeHash?.size ?? 0)}");
report.AppendLine($" 浪费空间: {FormatFileSize(group.totalWastedSpace)}");
report.AppendLine(" 重复资源列表:");

foreach (string duplicate in group.duplicates)
{
report.AppendLine($" - {duplicate}");
}
report.AppendLine();
}

report.AppendLine(GetDuplicateStats());

return report.ToString();
}

/// <summary>
/// 获取重复资源数量
/// </summary>
private int GetDuplicateCount()
{
int count = 0;
foreach (var group in duplicateGroups.Values)
{
count += group.Count;
}
return count;
}

private string FormatFileSize(long bytes)
{
string[] sizes = { "B", "KB", "MB", "GB" };
double len = bytes;
int order = 0;
while (len >= 1024 && order < sizes.Length - 1)
{
order++;
len = len / 1024;
}
return $"{len:F2}{sizes[order]}";
}

/// <summary>
/// 清理检测数据
/// </summary>
public void ClearDetectionData()
{
resourceHashes.Clear();
hashToAssetMap.Clear();
duplicateGroups.Clear();
}
}

重复资源消除策略

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using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;

public class DuplicateResourceEliminator
{
private DuplicateResourceDetector detector;

public DuplicateResourceEliminator(DuplicateResourceDetector detector)
{
this.detector = detector;
}

/// <summary>
/// 应用重复资源消除策略
/// </summary>
public void ApplyEliminationStrategy()
{
var duplicateGroups = detector.GetDuplicateGroups();

Debug.Log($"开始应用重复资源消除策略,共 {duplicateGroups.Count} 组重复资源");

foreach (var group in duplicateGroups)
{
ProcessDuplicateGroup(group);
}

Debug.Log("重复资源消除策略应用完成");
}

private void ProcessDuplicateGroup(DuplicateGroup group)
{
Debug.Log($"处理重复组: {group.representativeAsset}, 重复数: {group.duplicates.Count}");

// 策略1: 保留最新修改的资源
string bestAsset = FindBestAssetToKeep(group);

// 策略2: 更新所有引用指向保留的资源
UpdateReferences(bestAsset, group.duplicates);

// 策略3: 删除重复资源(谨慎操作,先备份)
// DeleteDuplicateAssets(group.duplicates, bestAsset);
}

private string FindBestAssetToKeep(DuplicateGroup group)
{
// 选择策略:保留最新修改的资源
string bestAsset = group.representativeAsset;
DateTime bestTime = DateTime.MinValue;

// 检查代表资源
var representativeHash = GetResourceHashInfo(group.representativeAsset);
if (representativeHash != null && representativeHash.lastModified > bestTime)
{
bestTime = representativeHash.lastModified;
bestAsset = group.representativeAsset;
}

// 检查重复资源
foreach (string duplicate in group.duplicates)
{
var duplicateHash = GetResourceHashInfo(duplicate);
if (duplicateHash != null && duplicateHash.lastModified > bestTime)
{
bestTime = duplicateHash.lastModified;
bestAsset = duplicate;
}
}

return bestAsset;
}

private DuplicateResourceDetector.ResourceHash GetResourceHashInfo(string assetAddress)
{
// 通过detector获取资源哈希信息
// 简化实现
return null;
}

private void UpdateReferences(string bestAsset, List<string> duplicates)
{
Debug.Log($"更新引用: 将 {duplicates.Count} 个重复资源的引用指向 {bestAsset}");

// 这里需要更新场景、Prefab等对重复资源的引用
// 使用Unity的引用查找功能
foreach (string duplicate in duplicates)
{
FindAndReplaceReferences(duplicate, bestAsset);
}
}

private void FindAndReplaceReferences(string oldAsset, string newAsset)
{
// 查找所有引用了旧资源的资源
string[] guids = AssetDatabase.FindAssets($"r:{oldAsset}");

Debug.Log($"找到 {guids.Length} 个引用 {oldAsset} 的资源");

foreach (string guid in guids)
{
string assetPath = AssetDatabase.GUIDToAssetPath(guid);

// 检查是否为场景文件
if (assetPath.EndsWith(".unity"))
{
UpdateSceneReferences(assetPath, oldAsset, newAsset);
}
// 检查是否为Prefab
else if (assetPath.EndsWith(".prefab"))
{
UpdatePrefabReferences(assetPath, oldAsset, newAsset);
}
}
}

private void UpdateSceneReferences(string scenePath, string oldAsset, string newAsset)
{
// 更新场景中的引用
// 这需要使用Unity的场景序列化API
Debug.Log($"更新场景引用: {scenePath}, {oldAsset} -> {newAsset}");
}

private void UpdatePrefabReferences(string prefabPath, string oldAsset, string newAsset)
{
// 更新Prefab中的引用
// 这需要使用Unity的Prefab API
Debug.Log($"更新Prefab引用: {prefabPath}, {oldAsset} -> {newAsset}");
}

/// <summary>
/// 删除重复资源(需要谨慎使用)
/// </summary>
private void DeleteDuplicateAssets(List<string> duplicates, string keepAsset)
{
Debug.LogWarning("删除重复资源功能已禁用,以防止意外删除重要资源");
Debug.Log("如需删除重复资源,请确保已备份项目并确认引用已正确更新");

/*
// 实际删除代码(仅在确认安全时启用)
foreach (string duplicate in duplicates)
{
if (duplicate != keepAsset)
{
string assetPath = GetAssetPathFromAddress(duplicate);
if (!string.IsNullOrEmpty(assetPath))
{
AssetDatabase.DeleteAsset(assetPath);
Debug.Log($"删除重复资源: {duplicate}");
}
}
}
*/
}

/// <summary>
/// 生成消除建议报告
/// </summary>
public string GenerateEliminationReport()
{
var report = new System.Text.StringBuilder();
report.AppendLine("=== 重复资源消除建议报告 ===");
report.AppendLine();

var duplicateGroups = detector.GetDuplicateGroups();
if (duplicateGroups.Count == 0)
{
report.AppendLine("未发现重复资源");
return report.ToString();
}

long totalSavings = 0;

foreach (var group in duplicateGroups)
{
report.AppendLine($"资源组: {group.representativeAsset}");
report.AppendLine($" 重复数量: {group.duplicates.Count}");
report.AppendLine($" 可节省空间: {DuplicateResourceDetector.FormatFileSize(group.totalWastedSpace)}");
report.AppendLine($" 建议保留: {FindBestAssetToKeep(group)}");
report.AppendLine();

totalSavings += group.totalWastedSpace;
}

report.AppendLine($"总计可节省空间: {DuplicateResourceDetector.FormatFileSize(totalSavings)}");
report.AppendLine();
report.AppendLine("操作建议:");
report.AppendLine("1. 备份项目");
report.AppendLine("2. 运行引用更新");
report.AppendLine("3. 验证所有引用正确更新");
report.AppendLine("4. 删除重复资源(可选)");

return report.ToString();
}
}

Sprite Atlas在Addressables中的应用

Sprite Atlas优化策略

Sprite Atlas(精灵图集)是Unity中用于优化2D精灵渲染性能的重要工具。在Addressables系统中正确使用Sprite Atlas可以显著减少Draw Call并优化内存使用。

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using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.ResourceManagement.AsyncOperations;
using UnityEngine.U2D;

public class SpriteAtlasOptimizer : MonoBehaviour
{
[System.Serializable]
public class AtlasInfo
{
public string atlasAddress;
public int spriteCount;
public long atlasSize;
public float packingEfficiency;
public List<string> includedSprites;
public DateTime lastOptimized;
}

private Dictionary<string, AtlasInfo> atlasInfos = new Dictionary<string, AtlasInfo>();
private Dictionary<string, SpriteAtlas> loadedAtlases = new Dictionary<string, SpriteAtlas>();

/// <summary>
/// 加载Sprite Atlas
/// </summary>
public async System.Threading.Tasks.Task<SpriteAtlas> LoadSpriteAtlas(string atlasAddress)
{
if (loadedAtlases.ContainsKey(atlasAddress))
{
return loadedAtlases[atlasAddress];
}

var handle = Addressables.LoadAssetAsync<SpriteAtlas>(atlasAddress);
var atlas = await handle.Task;

if (atlas != null)
{
loadedAtlases[atlasAddress] = atlas;

// 记录图集信息
var atlasInfo = new AtlasInfo
{
atlasAddress = atlasAddress,
spriteCount = atlas.spriteCount,
atlasSize = EstimateAtlasSize(atlas),
includedSprites = GetAtlasSprites(atlas),
lastOptimized = DateTime.Now
};

atlasInfos[atlasAddress] = atlasInfo;

Debug.Log($"加载Sprite Atlas: {atlasAddress}, " +
$"精灵数量: {atlas.spriteCount}, 大小: {FormatFileSize(atlasInfo.atlasSize)}");
}

Addressables.Release(handle);
return atlas;
}

private long EstimateAtlasSize(SpriteAtlas atlas)
{
// 估算图集内存使用
var texture = atlas.texture;
if (texture != null)
{
// 纹理内存 = 宽度 × 高度 × 像素格式字节数
int bytesPerPixel = 4; // RGBA格式
return (long)texture.width * texture.height * bytesPerPixel;
}
return 1024 * 1024; // 默认1MB
}

private List<string> GetAtlasSprites(SpriteAtlas atlas)
{
var sprites = new List<string>();
var tempSprites = new Sprite[atlas.spriteCount];
atlas.GetSprites(tempSprites);

foreach (var sprite in tempSprites)
{
if (sprite != null)
{
sprites.Add(sprite.name);
}
}

return sprites;
}

/// <summary>
/// 获取图集中的精灵
/// </summary>
public Sprite GetSpriteFromAtlas(string atlasAddress, string spriteName)
{
if (loadedAtlases.ContainsKey(atlasAddress))
{
var atlas = loadedAtlases[atlasAddress];
return atlas.GetSprite(spriteName);
}

Debug.LogWarning($"Atlas未加载: {atlasAddress}");
return null;
}

/// <summary>
/// 优化Sprite Atlas配置
/// </summary>
public void OptimizeAtlasConfiguration(SpriteAtlas atlas)
{
if (atlas == null) return;

Debug.Log($"优化Sprite Atlas配置: {atlas.name}");

// 设置合适的图集大小
SetOptimalAtlasSize(atlas);

// 优化纹理压缩
OptimizeTextureCompression(atlas);

// 设置打包选项
ConfigurePackingOptions(atlas);
}

private void SetOptimalAtlasSize(SpriteAtlas atlas)
{
// 根据精灵数量和大小设置合适的图集尺寸
int spriteCount = atlas.spriteCount;

if (spriteCount < 10)
{
// 小图集
// 在编辑器中这需要通过AtlasSettings设置
}
else if (spriteCount < 50)
{
// 中等图集
}
else
{
// 大图集
}
}

private void OptimizeTextureCompression(SpriteAtlas atlas)
{
// 优化纹理压缩设置
// 这通常在编辑器中配置
Debug.Log($"优化纹理压缩: {atlas.name}");
}

private void ConfigurePackingOptions(SpriteAtlas atlas)
{
// 配置打包选项以优化空间使用
Debug.Log($"配置打包选项: {atlas.name}");
}

/// <summary>
/// 分析Atlas使用效率
/// </summary>
public string AnalyzeAtlasEfficiency()
{
var analysis = new System.Text.StringBuilder();
analysis.AppendLine("=== Sprite Atlas效率分析 ===");

long totalAtlasSize = 0;
int totalSprites = 0;
int totalAtlases = atlasInfos.Count;

foreach (var atlasInfo in atlasInfos.Values)
{
totalAtlasSize += atlasInfo.atlasSize;
totalSprites += atlasInfo.spriteCount;

analysis.AppendLine($"{atlasInfo.atlasAddress}:");
analysis.AppendLine($" 精灵数量: {atlasInfo.spriteCount}");
analysis.AppendLine($" 图集大小: {FormatFileSize(atlasInfo.atlasSize)}");
analysis.AppendLine($" 包含精灵: {string.Join(", ", atlasInfo.includedSprites.GetRange(0, Math.Min(5, atlasInfo.includedSprites.Count)))}...");
analysis.AppendLine();
}

if (totalAtlases > 0)
{
float avgSpritesPerAtlas = (float)totalSprites / totalAtlases;
analysis.AppendLine($"总计: {totalAtlases} 个图集, {totalSprites} 个精灵");
analysis.AppendLine($"平均每图集精灵数: {avgSpritesPerAtlas:F2}");
analysis.AppendLine($"总内存使用: {FormatFileSize(totalAtlasSize)}");
}

return analysis.ToString();
}

/// <summary>
/// 生成Atlas优化建议
/// </summary>
public List<string> GenerateAtlasOptimizationSuggestions()
{
var suggestions = new List<string>();

foreach (var atlasInfo in atlasInfos.Values)
{
// 检查图集是否过于稀疏
if (atlasInfo.spriteCount < 5)
{
suggestions.Add($"图集 {atlasInfo.atlasAddress} 精灵数量过少 ({atlasInfo.spriteCount}个)," +
$"考虑合并到其他图集以提高效率");
}

// 检查图集是否过大
if (atlasInfo.atlasSize > 32 * 1024 * 1024) // 32MB
{
suggestions.Add($"图集 {atlasInfo.atlasAddress} 过大 ({FormatFileSize(atlasInfo.atlasSize)})," +
$"考虑拆分为多个较小的图集");
}
}

// 检查是否有未使用的图集
var currentlyUsedAtlases = new HashSet<string>();
// 这里需要检查当前场景中实际使用的图集
// 简化实现

return suggestions;
}

private string FormatFileSize(long bytes)
{
string[] sizes = { "B", "KB", "MB", "GB" };
double len = bytes;
int order = 0;
while (len >= 1024 && order < sizes.Length - 1)
{
order++;
len = len / 1024;
}
return $"{len:F2}{sizes[order]}";
}

/// <summary>
/// 卸载Sprite Atlas
/// </summary>
public void UnloadSpriteAtlas(string atlasAddress)
{
if (loadedAtlases.ContainsKey(atlasAddress))
{
var atlas = loadedAtlases[atlasAddress];

// 注意:SpriteAtlas不能直接卸载,需要通过Addressables卸载
// 这里只是从本地缓存中移除引用
loadedAtlases.Remove(atlasAddress);

Debug.Log($"卸载Sprite Atlas: {atlasAddress}");
}
}

/// <summary>
/// 清理所有加载的Atlas
/// </summary>
public void ClearAllAtlases()
{
loadedAtlases.Clear();
atlasInfos.Clear();

Debug.Log("所有Sprite Atlas已清理");
}

void OnDestroy()
{
ClearAllAtlases();
}
}

Sprite Atlas管理器

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using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.ResourceManagement.AsyncOperations;
using UnityEngine.U2D;

public class SpriteAtlasManager : MonoBehaviour
{
[System.Serializable]
public class AtlasGroup
{
public string groupName;
public string[] atlasAddresses;
public bool preloadOnStart;
public int priority;
}

[Header("Atlas配置")]
public AtlasGroup[] atlasGroups;

[Header("缓存设置")]
public int maxConcurrentLoads = 3;
public float preloadDelay = 0.1f;

private Dictionary<string, SpriteAtlas> loadedAtlases = new Dictionary<string, SpriteAtlas>();
private Dictionary<string, AtlasGroup> groupMap = new Dictionary<string, AtlasGroup>();
private Queue<string> loadQueue = new Queue<string>();
private List<string> loadingAtlases = new List<string>();

void Start()
{
// 初始化组映射
foreach (var group in atlasGroups)
{
groupMap[group.groupName] = group;

if (group.preloadOnStart)
{
StartCoroutine(PreloadAtlasGroup(group.groupName));
}
}
}

/// <summary>
/// 预加载Atlas组
/// </summary>
private System.Collections.IEnumerator PreloadAtlasGroup(string groupName)
{
if (!groupMap.ContainsKey(groupName)) yield break;

var group = groupMap[groupName];

Debug.Log($"预加载Atlas组: {groupName}, 数量: {group.atlasAddresses.Length}");

foreach (string atlasAddress in group.atlasAddresses)
{
yield return StartCoroutine(LoadAtlasWithDelay(atlasAddress, preloadDelay));
}

Debug.Log($"Atlas组预加载完成: {groupName}");
}

private System.Collections.IEnumerator LoadAtlasWithDelay(string atlasAddress, float delay)
{
yield return new WaitForSeconds(delay);
yield return LoadAtlasAsync(atlasAddress);
}

/// <summary>
/// 异步加载Atlas
/// </summary>
public System.Collections.IEnumerator LoadAtlasAsync(string atlasAddress)
{
if (loadedAtlases.ContainsKey(atlasAddress))
{
yield break; // 已加载
}

if (loadingAtlases.Contains(atlasAddress))
{
yield return new WaitUntil(() => !loadingAtlases.Contains(atlasAddress));
yield break; // 等待正在加载的完成
}

if (loadingAtlases.Count >= maxConcurrentLoads)
{
// 添加到队列等待
loadQueue.Enqueue(atlasAddress);
yield return new WaitUntil(() => loadingAtlases.Count < maxConcurrentLoads &&
loadQueue.Peek() == atlasAddress);
loadQueue.Dequeue();
}

loadingAtlases.Add(atlasAddress);

var handle = Addressables.LoadAssetAsync<SpriteAtlas>(atlasAddress);

yield return handle;

if (handle.Status == AsyncOperationStatus.Succeeded)
{
loadedAtlases[atlasAddress] = handle.Result;
Debug.Log($"Atlas加载成功: {atlasAddress}");
}
else
{
Debug.LogError($"Atlas加载失败: {atlasAddress}, 错误: {handle.OperationException}");
}

loadingAtlases.Remove(atlasAddress);
Addressables.Release(handle);
}

/// <summary>
/// 获取Atlas中的精灵
/// </summary>
public Sprite GetSprite(string atlasAddress, string spriteName)
{
if (loadedAtlases.ContainsKey(atlasAddress))
{
var atlas = loadedAtlases[atlasAddress];
return atlas.GetSprite(spriteName);
}

Debug.LogWarning($"Atlas未加载: {atlasAddress}");
return null;
}

/// <summary>
/// 批量加载Atlas
/// </summary>
public async System.Threading.Tasks.Task LoadMultipleAtlases(string[] atlasAddresses)
{
var tasks = new List<System.Threading.Tasks.Task>();

foreach (string address in atlasAddresses)
{
var task = System.Threading.Tasks.Task.Run(async () =>
{
await System.Threading.Tasks.Task.Delay(100); // 防止同时加载过多
StartCoroutine(LoadAtlasAsync(address));
});
tasks.Add(task);
}

await System.Threading.Tasks.Task.WhenAll(tasks);
}

/// <summary>
/// 卸载Atlas
/// </summary>
public void UnloadAtlas(string atlasAddress)
{
if (loadedAtlases.ContainsKey(atlasAddress))
{
loadedAtlases.Remove(atlasAddress);
Debug.Log($"Atlas已卸载: {atlasAddress}");
}
}

/// <summary>
/// 卸载Atlas组
/// </summary>
public void UnloadAtlasGroup(string groupName)
{
if (groupMap.ContainsKey(groupName))
{
var group = groupMap[groupName];

foreach (string atlasAddress in group.atlasAddresses)
{
UnloadAtlas(atlasAddress);
}

Debug.Log($"Atlas组已卸载: {groupName}");
}
}

/// <summary>
/// 获取Atlas统计信息
/// </summary>
public string GetAtlasStats()
{
return $"已加载Atlas: {loadedAtlases.Count}, 加载中: {loadingAtlases.Count}, 队列中: {loadQueue.Count}";
}

/// <summary>
/// 清理所有Atlas
/// </summary>
public void ClearAllAtlases()
{
loadedAtlases.Clear();
loadingAtlases.Clear();
loadQueue.Clear();

Debug.Log("所有Atlas已清理");
}

void OnDestroy()
{
ClearAllAtlases();
}
}

Shader Variant收集

Shader变体管理

Shader变体收集是Unity中优化构建大小和加载时间的重要技术。在Addressables系统中,正确管理Shader变体可以显著减少包大小和内存使用。

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using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.Rendering;

public class ShaderVariantCollector
{
[System.Serializable]
public class ShaderVariantInfo
{
public string shaderName;
public string[] keywords;
public int variantCount;
public long estimatedSize;
public DateTime lastCollected;
public bool isUsedInBuild;
}

private Dictionary<string, ShaderVariantInfo> collectedVariants = new Dictionary<string, ShaderVariantInfo>();
private List<Shader> shadersToCollect = new List<Shader>();

/// <summary>
/// 收集特定Shader的变体
/// </summary>
public void CollectShaderVariants(Shader shader)
{
if (shader == null) return;

Debug.Log($"收集Shader变体: {shader.name}");

var variantInfo = new ShaderVariantInfo
{
shaderName = shader.name,
lastCollected = DateTime.Now,
isUsedInBuild = true
};

// 获取Shader的关键词
var keywords = GetShaderKeywords(shader);
variantInfo.keywords = keywords.ToArray();
variantInfo.variantCount = keywords.Count;

// 估算大小
variantInfo.estimatedSize = EstimateShaderVariantSize(shader, keywords.Count);

collectedVariants[shader.name] = variantInfo;

Debug.Log($"收集完成: {shader.name}, 变体数: {variantInfo.variantCount}, " +
$"估算大小: {FormatFileSize(variantInfo.estimatedSize)}");
}

private List<string> GetShaderKeywords(Shader shader)
{
var keywords = new List<string>();

// 获取Shader的所有可能关键词
// 这需要访问Shader的内部信息
if (shader != null)
{
// 在运行时,我们只能获取当前激活的关键词
// 要获取所有可能的关键词,需要在编辑器中使用ShaderUtil
var shaderKeywords = shader.GetShaderKeywords();
keywords.AddRange(shaderKeywords);
}

return keywords;
}

private long EstimateShaderVariantSize(Shader shader, int variantCount)
{
// 估算单个变体的大小(简化估算)
long baseSize = 1024 * 1024; // 1MB基础大小
long perVariantSize = 100 * 1024; // 每个变体额外100KB

return baseSize + (variantCount * perVariantSize);
}

/// <summary>
/// 收集场景中使用的所有Shader变体
/// </summary>
public void CollectSceneShaderVariants()
{
Debug.Log("开始收集场景中的Shader变体");

// 获取场景中的所有Renderer组件
var renderers = UnityEngine.Object.FindObjectsOfType<Renderer>();

foreach (var renderer in renderers)
{
foreach (var material in renderer.sharedMaterials)
{
if (material != null && material.shader != null)
{
CollectShaderVariants(material.shader);
}
}
}

// 获取所有Image、Sprite等UI组件使用的Shader
var graphics = UnityEngine.Object.FindObjectsOfType<UnityEngine.UI.Graphic>();
foreach (var graphic in graphics)
{
if (graphic.material != null && graphic.material.shader != null)
{
CollectShaderVariants(graphic.material.shader);
}
}

Debug.Log($"场景Shader变体收集完成,共收集 {collectedVariants.Count} 个Shader");
}

/// <summary>
/// 收集Addressable资源中使用的Shader变体
/// </summary>
public async System.Threading.Tasks.Task CollectAddressableShaderVariants(string[] assetAddresses)
{
Debug.Log($"开始收集Addressable资源中的Shader变体,资源数: {assetAddresses.Length}");

foreach (string address in assetAddresses)
{
await CollectAssetShaderVariants(address);
}

Debug.Log($"Addressable Shader变体收集完成");
}

private async System.Threading.Tasks.Task CollectAssetShaderVariants(string address)
{
try
{
// 加载资源以检查其使用的Shader
var handle = Addressables.LoadAssetAsync<UnityEngine.Object>(address);
var asset = await handle.Task;

if (asset != null)
{
// 检查不同类型的资源
if (asset is GameObject go)
{
CollectGameObjectShaderVariants(go);
}
else if (asset is Material material)
{
CollectMaterialShaderVariants(material);
}
else if (asset is UnityEngine.UI.Graphic graphic)
{
CollectGraphicShaderVariants(graphic);
}
}

Addressables.Release(handle);
}
catch (Exception e)
{
Debug.LogError($"收集资源Shader变体失败 {address}: {e.Message}");
}
}

private void CollectGameObjectShaderVariants(GameObject go)
{
var renderers = go.GetComponentsInChildren<Renderer>(true);
foreach (var renderer in renderers)
{
foreach (var material in renderer.sharedMaterials)
{
if (material != null && material.shader != null)
{
CollectShaderVariants(material.shader);
}
}
}
}

private void CollectMaterialShaderVariants(Material material)
{
if (material.shader != null)
{
CollectShaderVariants(material.shader);
}
}

private void CollectGraphicShaderVariants(UnityEngine.UI.Graphic graphic)
{
if (graphic.material != null && graphic.material.shader != null)
{
CollectShaderVariants(graphic.material.shader);
}
}

/// <summary>
/// 生成Shader变体报告
/// </summary>
public string GenerateShaderVariantReport()
{
var report = new System.Text.StringBuilder();
report.AppendLine("=== Shader变体收集报告 ===");
report.AppendLine();

long totalSize = 0;
int totalVariants = 0;

foreach (var variantInfo in collectedVariants.Values)
{
report.AppendLine($"Shader: {variantInfo.shaderName}");
report.AppendLine($" 变体数量: {variantInfo.variantCount}");
report.AppendLine($" 关键词: {string.Join(", ", variantInfo.keywords)}");
report.AppendLine($" 估算大小: {FormatFileSize(variantInfo.estimatedSize)}");
report.AppendLine($" 收集时间: {variantInfo.lastCollected:yyyy-MM-dd HH:mm:ss}");
report.AppendLine();

totalSize += variantInfo.estimatedSize;
totalVariants += variantInfo.variantCount;
}

report.AppendLine("=== 总计 ===");
report.AppendLine($"Shader数量: {collectedVariants.Count}");
report.AppendLine($"总变体数: {totalVariants}");
report.AppendLine($"总估算大小: {FormatFileSize(totalSize)}");

return report.ToString();
}

/// <summary>
/// 获取优化建议
/// </summary>
public List<string> GetOptimizationSuggestions()
{
var suggestions = new List<string>();

foreach (var variantInfo in collectedVariants.Values)
{
// 检查变体数量过多的Shader
if (variantInfo.variantCount > 50)
{
suggestions.Add($"Shader {variantInfo.shaderName} 变体数量过多 ({variantInfo.variantCount}个)," +
$"考虑减少关键词或使用更简单的Shader");
}

// 检查大小过大的Shader
if (variantInfo.estimatedSize > 10 * 1024 * 1024) // 10MB
{
suggestions.Add($"Shader {variantInfo.shaderName} 大小过大 ({FormatFileSize(variantInfo.estimatedSize)})," +
$"考虑优化Shader代码或减少变体");
}
}

// 检查未使用的Shader
var allShaders = Resources.FindObjectsOfTypeAll<Shader>();
foreach (var shader in allShaders)
{
if (!collectedVariants.ContainsKey(shader.name))
{
// 这可能是一个未使用的Shader
// 但需要更精确的检测方法
}
}

return suggestions;
}

/// <summary>
/// 导出Shader变体列表
/// </summary>
public void ExportShaderVariantList(string filePath)
{
var content = new System.Text.StringBuilder();
content.AppendLine("# Shader变体列表");
content.AppendLine();

foreach (var variantInfo in collectedVariants.Values)
{
content.AppendLine($"## {variantInfo.shaderName}");
content.AppendLine($"变体数: {variantInfo.variantCount}");
content.AppendLine($"大小: {FormatFileSize(variantInfo.estimatedSize)}");
content.AppendLine($"关键词:");
foreach (var keyword in variantInfo.keywords)
{
content.AppendLine($" - {keyword}");
}
content.AppendLine();
}

System.IO.File.WriteAllText(filePath, content.ToString());
Debug.Log($"Shader变体列表已导出到: {filePath}");
}

private string FormatFileSize(long bytes)
{
string[] sizes = { "B", "KB", "MB", "GB" };
double len = bytes;
int order = 0;
while (len >= 1024 && order < sizes.Length - 1)
{
order++;
len = len / 1024;
}
return $"{len:F2}{sizes[order]}";
}

/// <summary>
/// 清理收集数据
/// </summary>
public void ClearCollectedData()
{
collectedVariants.Clear();
shadersToCollect.Clear();
}

/// <summary>
/// 获取收集的Shader统计
/// </summary>
public string GetCollectionStats()
{
int totalShaders = collectedVariants.Count;
long totalSize = 0;
int totalVariants = 0;

foreach (var info in collectedVariants.Values)
{
totalSize += info.estimatedSize;
totalVariants += info.variantCount;
}

return $"已收集Shader: {totalShaders}个, 总变体: {totalVariants}个, 总大小: {FormatFileSize(totalSize)}";
}
}

Shader变体优化工具

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using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityEditor.Rendering;

public class ShaderVariantOptimizer
{
/// <summary>
/// 分析Shader变体使用情况
/// </summary>
public static Dictionary<string, int> AnalyzeShaderVariantUsage()
{
var usageCount = new Dictionary<string, int>();

// 分析场景中的材质使用情况
var materials = Resources.FindObjectsOfTypeAll<Material>();

foreach (var material in materials)
{
if (material.shader != null)
{
string shaderName = material.shader.name;

if (usageCount.ContainsKey(shaderName))
{
usageCount[shaderName]++;
}
else
{
usageCount[shaderName] = 1;
}

// 分析材质的关键词使用情况
var keywords = material.shaderKeywords;
// 这里可以进一步分析具体哪些关键词被使用了
}
}

return usageCount;
}

/// <summary>
/// 生成Shader优化建议
/// </summary>
public static List<string> GenerateShaderOptimizationSuggestions()
{
var suggestions = new List<string>();
var usageCount = AnalyzeShaderVariantUsage();

foreach (var pair in usageCount)
{
// 检查很少使用的Shader
if (pair.Value < 2)
{
suggestions.Add($"Shader '{pair.Key}' 使用次数少 ({pair.Value}次),考虑合并或移除");
}
}

// 检查复杂的内置Shader
var complexShaders = new List<string>
{
"Standard",
"Standard (Specular setup)",
"Legacy Shaders/Bumped Diffuse",
"Legacy Shaders/Bumped Specular"
};

foreach (var complexShader in complexShaders)
{
if (usageCount.ContainsKey(complexShader))
{
suggestions.Add($"考虑使用更简单的Shader替代 '{complexShader}' 以减少变体数量");
}
}

return suggestions;
}

/// <summary>
/// 创建Shader变体收集器
/// </summary>
public static void CreateShaderVariantCollector()
{
// 在编辑器中创建Shader变体收集器
var collector = new GameObject("ShaderVariantCollector");
var collectorComponent = collector.AddComponent<ShaderVariantCollectorComponent>();

Debug.Log("Shader变体收集器已创建");
}
}

// 用于在编辑器中运行的组件
public class ShaderVariantCollectorComponent : MonoBehaviour
{
[Header("收集设置")]
public bool collectOnStart = true;
public bool autoOptimize = true;

[Header("输出设置")]
public string reportPath = "ShaderVariantReport.txt";

void Start()
{
if (collectOnStart)
{
StartCoroutine(CollectVariants());
}
}

private System.Collections.IEnumerator CollectVariants()
{
var collector = new ShaderVariantCollector();

// 收集场景中的Shader变体
collector.CollectSceneShaderVariants();

// 等待几帧让收集完成
yield return new WaitForSeconds(1f);

// 生成报告
string report = collector.GenerateShaderVariantReport();
Debug.Log(report);

// 导出报告
collector.ExportShaderVariantList(reportPath);

if (autoOptimize)
{
// 应用优化建议
var suggestions = collector.GetOptimizationSuggestions();
foreach (var suggestion in suggestions)
{
Debug.Log($"优化建议: {suggestion}");
}
}

Destroy(gameObject);
}
}

实战案例:优化项目内存占用50%

内存优化综合方案

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using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.ResourceManagement.AsyncOperations;

public class MemoryOptimizationComprehensive : MonoBehaviour
{
[System.Serializable]
public class OptimizationResult
{
public string optimizationType;
public long memorySaved;
public string description;
public DateTime appliedTime;
}

[Header("优化配置")]
public bool enableAssetDeduplication = true;
public bool enableSharedDependencyOptimization = true;
public bool enableSpriteAtlasOptimization = true;
public bool enableShaderVariantOptimization = true;
public bool enableCacheOptimization = true;

[Header("性能监控")]
public bool enableMemoryMonitoring = true;
public float monitoringInterval = 5f;

private List<OptimizationResult> optimizationResults = new List<OptimizationResult>();
private long initialMemoryUsage = 0;
private long currentMemoryUsage = 0;
private SharedDependencyCache sharedDependencyCache;
private SpriteAtlasOptimizer spriteAtlasOptimizer;
private ShaderVariantCollector shaderVariantCollector;
private DuplicateResourceDetector duplicateDetector;

void Start()
{
// 记录初始内存使用
initialMemoryUsage = Profiling.Profiler.usedHeapSizeLong;
currentMemoryUsage = initialMemoryUsage;

// 初始化优化组件
InitializeOptimizationComponents();

if (enableMemoryMonitoring)
{
InvokeRepeating("MonitorMemoryUsage", 1f, monitoringInterval);
}

// 开始优化过程
StartCoroutine(ApplyOptimizations());
}

private void InitializeOptimizationComponents()
{
sharedDependencyCache = new SharedDependencyCache(200, 100 * 1024 * 1024); // 200项,100MB
spriteAtlasOptimizer = gameObject.AddComponent<SpriteAtlasOptimizer>();
shaderVariantCollector = new ShaderVariantCollector();
duplicateDetector = new DuplicateResourceDetector();
}

private System.Collections.IEnumerator ApplyOptimizations()
{
Debug.Log("开始综合内存优化...");

// 1. 重复资源检测与消除
if (enableAssetDeduplication)
{
yield return StartCoroutine(ApplyDuplicateResourceOptimization());
}

// 2. 共享依赖优化
if (enableSharedDependencyOptimization)
{
ApplySharedDependencyOptimization();
}

// 3. Sprite Atlas优化
if (enableSpriteAtlasOptimization)
{
ApplySpriteAtlasOptimization();
}

// 4. Shader变体优化
if (enableShaderVariantOptimization)
{
ApplyShaderVariantOptimization();
}

// 5. 缓存优化
if (enableCacheOptimization)
{
ApplyCacheOptimization();
}

// 输出优化结果
LogOptimizationResults();

Debug.Log("综合内存优化完成");
}

private System.Collections.IEnumerator ApplyDuplicateResourceOptimization()
{
Debug.Log("开始重复资源优化...");

// 获取所有Addressable资源地址
var allAddresses = GetAllAddressableAddresses();

// 检测重复资源
duplicateDetector.ScanForDuplicates(allAddresses);

// 显示检测结果
string duplicateReport = duplicateDetector.GenerateDuplicateReport();
Debug.Log(duplicateReport);

// 应用消除策略
var eliminator = new DuplicateResourceEliminator(duplicateDetector);
string eliminationReport = eliminator.GenerateEliminationReport();
Debug.Log(eliminationReport);

// 记录优化结果
var result = new OptimizationResult
{
optimizationType = "Duplicate Resource Elimination",
memorySaved = CalculateDuplicateSpaceSavings(),
description = "Removed duplicate assets",
appliedTime = DateTime.Now
};
optimizationResults.Add(result);

yield return new WaitForSeconds(0.1f); // 给其他协程运行机会

Debug.Log("重复资源优化完成");
}

private string[] GetAllAddressableAddresses()
{
// 获取所有Addressable资源地址
// 这需要访问Addressables设置
var settings = AddressableAssetSettingsDefaultObject.Settings;
if (settings == null) return new string[0];

var addresses = new List<string>();
foreach (var entry in settings.GetAllAssets())
{
addresses.Add(entry.address);
}

return addresses.ToArray();
}

private long CalculateDuplicateSpaceSavings()
{
// 计算重复资源节省的空间
var duplicateGroups = duplicateDetector.GetDuplicateGroups();
long totalSavings = 0;

foreach (var group in duplicateGroups)
{
totalSavings += group.totalWastedSpace;
}

return totalSavings;
}

private void ApplySharedDependencyOptimization()
{
Debug.Log("开始共享依赖优化...");

var settings = AddressableAssetSettingsDefaultObject.Settings;
if (settings == null) return;

var allAddresses = GetAllAddressableAddresses();

// 分析依赖关系
var dependencyManager = new SharedDependencyManager();
dependencyManager.AnalyzeDependencies(allAddresses);

// 显示分析结果
string dependencyStats = dependencyManager.GetSharedDependencyStats();
Debug.Log(dependencyStats);

// 应用优化
dependencyManager.OptimizeSharedDependencies();

// 记录优化结果
var result = new OptimizationResult
{
optimizationType = "Shared Dependency Optimization",
memorySaved = CalculateSharedDependencySavings(dependencyManager),
description = "Optimized shared dependency loading and caching",
appliedTime = DateTime.Now
};
optimizationResults.Add(result);

Debug.Log("共享依赖优化完成");
}

private long CalculateSharedDependencySavings(SharedDependencyManager manager)
{
// 估算共享依赖优化节省的内存
// 这里使用简化的估算方法
return 10 * 1024 * 1024; // 假设节省10MB
}

private void ApplySpriteAtlasOptimization()
{
Debug.Log("开始Sprite Atlas优化...");

// 这里可以遍历所有Sprite Atlas并优化
var atlasObjects = Resources.FindObjectsOfTypeAll<SpriteAtlas>();

foreach (var atlas in atlasObjects)
{
spriteAtlasOptimizer.OptimizeAtlasConfiguration(atlas);
}

// 分析使用效率
string efficiencyAnalysis = spriteAtlasOptimizer.AnalyzeAtlasEfficiency();
Debug.Log(efficiencyAnalysis);

// 记录优化结果
var result = new OptimizationResult
{
optimizationType = "Sprite Atlas Optimization",
memorySaved = CalculateAtlasSavings(),
description = "Optimized Sprite Atlas configuration and usage",
appliedTime = DateTime.Now
};
optimizationResults.Add(result);

Debug.Log("Sprite Atlas优化完成");
}

private long CalculateAtlasSavings()
{
// 估算Atlas优化节省的内存
return 5 * 1024 * 1024; // 假设节省5MB
}

private void ApplyShaderVariantOptimization()
{
Debug.Log("开始Shader变体优化...");

// 收集场景中的Shader变体
shaderVariantCollector.CollectSceneShaderVariants();

// 显示收集结果
string variantReport = shaderVariantCollector.GenerateShaderVariantReport();
Debug.Log(variantReport);

// 获取优化建议
var suggestions = shaderVariantCollector.GetOptimizationSuggestions();
foreach (var suggestion in suggestions)
{
Debug.Log($"Shader优化建议: {suggestion}");
}

// 记录优化结果
var result = new OptimizationResult
{
optimizationType = "Shader Variant Optimization",
memorySaved = CalculateShaderVariantSavings(),
description = "Optimized Shader variants and reduced unnecessary variants",
appliedTime = DateTime.Now
};
optimizationResults.Add(result);

Debug.Log("Shader变体优化完成");
}

private long CalculateShaderVariantSavings()
{
// 估算Shader变体优化节省的内存
return 8 * 1024 * 1024; // 假设节省8MB
}

private void ApplyCacheOptimization()
{
Debug.Log("开始缓存优化...");

// 配置共享依赖缓存
// 这已经在初始化时完成

// 显示缓存统计
string cacheStats = sharedDependencyCache.GetCacheStats();
Debug.Log($"缓存统计: {cacheStats}");

// 记录优化结果
var result = new OptimizationResult
{
optimizationType = "Cache Optimization",
memorySaved = CalculateCacheSavings(),
description = "Optimized resource caching strategy",
appliedTime = DateTime.Now
};
optimizationResults.Add(result);

Debug.Log("缓存优化完成");
}

private long CalculateCacheSavings()
{
// 估算缓存优化节省的内存
return 3 * 1024 * 1024; // 假设节省3MB
}

private void LogOptimizationResults()
{
var totalSavings = new System.Text.StringBuilder();
totalSavings.AppendLine("=== 内存优化结果 ===");

long totalSaved = 0;
foreach (var result in optimizationResults)
{
totalSaved += result.memorySaved;
totalSavings.AppendLine($"{result.optimizationType}: {FormatFileSize(result.memorySaved)} saved");
}

long finalMemoryUsage = Profiling.Profiler.usedHeapSizeLong;
long memoryReduction = initialMemoryUsage - finalMemoryUsage;
float reductionPercentage = initialMemoryUsage > 0 ?
(float)memoryReduction / initialMemoryUsage * 100 : 0;

totalSavings.AppendLine();
totalSavings.AppendLine($"初始内存使用: {FormatFileSize(initialMemoryUsage)}");
totalSavings.AppendLine($"最终内存使用: {FormatFileSize(finalMemoryUsage)}");
totalSavings.AppendLine($"内存减少: {FormatFileSize(memoryReduction)} ({reductionPercentage:F2}%)");
totalSavings.AppendLine($"优化节省: {FormatFileSize(totalSaved)}");

Debug.Log(totalSavings.ToString());
}

private void MonitorMemoryUsage()
{
currentMemoryUsage = Profiling.Profiler.usedHeapSizeLong;
float reductionPercentage = initialMemoryUsage > 0 ?
(float)(initialMemoryUsage - currentMemoryUsage) / initialMemoryUsage * 100 : 0;

Debug.Log($"内存监控 - 当前: {FormatFileSize(currentMemoryUsage)}, " +
$"减少: {FormatFileSize(initialMemoryUsage - currentMemoryUsage)} ({reductionPercentage:F2}%)");
}

private string FormatFileSize(long bytes)
{
string[] sizes = { "B", "KB", "MB", "GB" };
double len = bytes;
int order = 0;
while (len >= 1024 && order < sizes.Length - 1)
{
order++;
len = len / 1024;
}
return $"{len:F2}{sizes[order]}";
}

/// <summary>
/// 获取优化统计
/// </summary>
public string GetOptimizationStats()
{
long totalSaved = 0;
foreach (var result in optimizationResults)
{
totalSaved += result.memorySaved;
}

long finalUsage = Profiling.Profiler.usedHeapSizeLong;
float reduction = initialMemoryUsage > 0 ?
(float)(initialMemoryUsage - finalUsage) / initialMemoryUsage * 100 : 0;

return $"优化项数: {optimizationResults.Count}, 总节省: {FormatFileSize(totalSaved)}, " +
$"内存减少: {reduction:F2}%";
}

void OnDestroy()
{
CancelInvoke();

// 清理缓存
sharedDependencyCache?.ClearCache();
}
}

内存优化验证工具

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using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Profiling;

public class MemoryOptimizationValidator
{
[System.Serializable]
public class ValidationResult
{
public string testName;
public bool passed;
public string details;
public long memoryBefore;
public long memoryAfter;
public long memoryChange;
public DateTime testTime;
}

private List<ValidationResult> validationResults = new List<ValidationResult>();

/// <summary>
/// 验证内存优化效果
/// </summary>
public List<ValidationResult> ValidateMemoryOptimizations()
{
validationResults.Clear();

// 测试1: 资源加载内存使用
TestResourceLoadingMemoryUsage();

// 测试2: 重复资源消除效果
TestDuplicateResourceElimination();

// 测试3: 共享依赖缓存效果
TestSharedDependencyCaching();

// 测试4: Sprite Atlas优化效果
TestSpriteAtlasOptimization();

// 测试5: 整体内存使用趋势
TestOverallMemoryTrend();

return validationResults;
}

private void TestResourceLoadingMemoryUsage()
{
var result = new ValidationResult
{
testName = "Resource Loading Memory Usage",
testTime = DateTime.Now
};

long memoryBefore = Profiler.usedHeapSizeLong;

// 模拟加载资源
SimulateResourceLoading();

long memoryAfter = Profiler.usedHeapSizeLong;
result.memoryBefore = memoryBefore;
result.memoryAfter = memoryAfter;
result.memoryChange = memoryAfter - memoryBefore;

// 判断是否通过(内存增长在合理范围内)
result.passed = Math.Abs(result.memoryChange) < 50 * 1024 * 1024; // 50MB以内
result.details = $"Memory change: {FormatFileSize(result.memoryChange)}";

validationResults.Add(result);
}

private void SimulateResourceLoading()
{
// 模拟资源加载过程
// 在实际测试中,这里会加载真实的Addressable资源
Debug.Log("Simulating resource loading for memory validation...");
}

private void TestDuplicateResourceElimination()
{
var result = new ValidationResult
{
testName = "Duplicate Resource Elimination",
testTime = DateTime.Now,
memoryBefore = Profiler.usedHeapSizeLong
};

// 检查是否成功消除了重复资源
// 这需要与DuplicateResourceDetector配合
result.passed = true; // 简化实现
result.details = "Duplicate resources were properly identified and handled";

result.memoryAfter = Profiler.usedHeapSizeLong;
result.memoryChange = result.memoryAfter - result.memoryBefore;

validationResults.Add(result);
}

private void TestSharedDependencyCaching()
{
var result = new ValidationResult
{
testName = "Shared Dependency Caching",
testTime = DateTime.Now,
memoryBefore = Profiler.usedHeapSizeLong
};

// 测试共享依赖缓存是否正常工作
TestSharedDependencyCacheFunctionality();

result.memoryAfter = Profiler.usedHeapSizeLong;
result.memoryChange = result.memoryAfter - result.memoryBefore;

// 检查缓存是否有效减少了内存使用
result.passed = true; // 简化实现
result.details = "Shared dependency caching validated";

validationResults.Add(result);
}

private void TestSharedDependencyCacheFunctionality()
{
// 测试缓存功能
var cache = new SharedDependencyCache();

// 模拟加载和释放资源
// 验证引用计数和缓存清理
Debug.Log("Testing shared dependency cache functionality...");
}

private void TestSpriteAtlasOptimization()
{
var result = new ValidationResult
{
testName = "Sprite Atlas Optimization",
testTime = DateTime.Now,
memoryBefore = Profiler.usedHeapSizeLong
};

// 测试Sprite Atlas优化效果
TestAtlasLoadingEfficiency();

result.memoryAfter = Profiler.usedHeapSizeLong;
result.memoryChange = result.memoryAfter - result.memoryBefore;

result.passed = true; // 简化实现
result.details = "Sprite Atlas optimization validated";

validationResults.Add(result);
}

private void TestAtlasLoadingEfficiency()
{
// 测试Atlas加载效率
Debug.Log("Testing Sprite Atlas loading efficiency...");
}

private void TestOverallMemoryTrend()
{
var result = new ValidationResult
{
testName = "Overall Memory Trend",
testTime = DateTime.Now,
memoryBefore = GetBaselineMemoryUsage(),
memoryAfter = Profiler.usedHeapSizeLong
};

result.memoryChange = result.memoryAfter - result.memoryBefore;
float changePercentage = result.memoryBefore > 0 ?
(float)result.memoryChange / result.memoryBefore * 100 : 0;

// 如果内存使用减少了,说明优化有效
result.passed = changePercentage <= 10; // 允许10%的正常波动
result.details = $"Memory trend: {changePercentage:F2}% change";

validationResults.Add(result);
}

private long GetBaselineMemoryUsage()
{
// 获取基线内存使用
// 在实际实现中,这应该是优化前的内存使用量
return Profiler.usedHeapSizeLong;
}

/// <summary>
/// 生成验证报告
/// </summary>
public string GenerateValidationReport()
{
var report = new System.Text.StringBuilder();
report.AppendLine("=== 内存优化验证报告 ===");
report.AppendLine();

int passedTests = 0;
int totalTests = validationResults.Count;

foreach (var result in validationResults)
{
report.AppendLine($"测试: {result.testName}");
report.AppendLine($" 结果: {(result.passed ? "通过" : "失败")}");
report.AppendLine($" 详情: {result.details}");
report.AppendLine($" 内存变化: {FormatFileSize(result.memoryChange)}");
report.AppendLine($" 测试时间: {result.testTime:HH:mm:ss}");
report.AppendLine();

if (result.passed) passedTests++;
}

report.AppendLine("=== 验证总结 ===");
report.AppendLine($"通过测试: {passedTests}/{totalTests}");
report.AppendLine($"成功率: {(float)passedTests / totalTests * 100:F1}%");

if (passedTests == totalTests)
{
report.AppendLine("内存优化验证通过!优化措施有效。");
}
else
{
report.AppendLine("部分验证未通过,请检查优化措施。");
}

return report.ToString();
}

private string FormatFileSize(long bytes)
{
string[] sizes = { "B", "KB", "MB", "GB" };
double len = bytes;
int order = 0;
while (len >= 1024 && order < sizes.Length - 1)
{
order++;
len = len / 1024;
}
return $"{len:F2}{sizes[order]}";
}

/// <summary>
/// 获取验证统计
/// </summary>
public string GetValidationStats()
{
int passed = 0, failed = 0;
long totalChange = 0;

foreach (var result in validationResults)
{
if (result.passed) passed++; else failed++;
totalChange += result.memoryChange;
}

return $"验证项: {validationResults.Count}, 通过: {passed}, 失败: {failed}, " +
$"总内存变化: {FormatFileSize(totalChange)}";
}
}

通过本章的学习,您已经全面掌握了Addressables内存优化的各个方面,包括AssetBundle内存模型、共享依赖处理、重复资源检测与消除、Sprite Atlas优化、Shader变体收集以及综合优化方案。下一章我们将探讨加载速度优化的技术和策略。