UGUI美术字体制作

匿名 (未验证) 提交于 2019-12-02 23:26:52

参考两位博主作出改进

https://blog.csdn.net/angelsmiles/article/details/50464369

http://www.unity.5helpyou.com/3211.html

 using UnityEngine; using UnityEditor; using System.IO;  public static class SpriteSheetPackerImport {     [MenuItem("LuaFramework/Process to Sprites")]     static void ProcessToSprite()     {         Texture2D image = Selection.activeObject as Texture2D;//获取旋转的对象         string rootPath = Path.GetDirectoryName(AssetDatabase.GetAssetPath(image));//获取路径名称         string path = rootPath + "/" + image.name + ".PNG";//图片路径名称          TextureImporter texImp = AssetImporter.GetAtPath(path) as TextureImporter;          AssetDatabase.CreateFolder(rootPath, image.name);//创建文件夹          foreach (SpriteMetaData metaData in texImp.spritesheet)//遍历小图集         {             Texture2D myimage = new Texture2D((int)metaData.rect.width, (int)metaData.rect.height);              for (int y = (int)metaData.rect.y; y < metaData.rect.y + metaData.rect.height; y++)//Y轴像素             {                 for (int x = (int)metaData.rect.x; x < metaData.rect.x + metaData.rect.width; x++)                     myimage.SetPixel(x - (int)metaData.rect.x, y - (int)metaData.rect.y, image.GetPixel(x, y));             }              //转换纹理到EncodeToPNG兼容格式             if (myimage.format != TextureFormat.ARGB32 && myimage.format != TextureFormat.RGB24)             {                 Texture2D newTexture = new Texture2D(myimage.width, myimage.height);                 newTexture.SetPixels(myimage.GetPixels(0), 0);                 myimage = newTexture;             }             var pngData = myimage.EncodeToPNG();              File.WriteAllBytes(rootPath + "/" + image.name + "/" + metaData.name + ".PNG", pngData);         }     } }
 using UnityEngine; using System.Collections.Generic; using UnityEditor; using System.IO; using System.Xml;  public class BMFont {     [MenuItem("Assets/FontOption")]     static void Font()     {         string dirName = "";         string fntname = SelectObjectPathInfo(ref dirName).Split('.')[0];         Texture2D texture = AssetDatabase.LoadAssetAtPath(dirName + fntname + "_0.png", typeof(Texture2D))as Texture2D;         string textureFilename = dirName + texture.name + ".png";         //创建u3d字体         Font font = new Font();         {             AssetDatabase.CreateAsset(font, dirName + fntname + ".fontsettings");             AssetDatabase.SaveAssets();         }                  XmlDocument xml = new XmlDocument();         xml.Load(dirName + fntname + ".fnt");//这是在BMFont里得到的那个.fnt文件,因为是xml文件,所以我们就用xml来解析         List<CharacterInfo> chtInfoList = new List<CharacterInfo>();         XmlNode node = xml.SelectSingleNode("font/chars");         foreach (XmlNode nd in node.ChildNodes)         {             XmlElement xe = (XmlElement)nd;             int x = int.Parse(xe.GetAttribute("x"));             int y = int.Parse(xe.GetAttribute("y"));             int width = int.Parse(xe.GetAttribute("width"));             int height = int.Parse(xe.GetAttribute("height"));             int advance = int.Parse(xe.GetAttribute("xadvance"));             CharacterInfo chtInfo = new CharacterInfo();             float texWidth = texture.width;             float texHeight = texture.width;              chtInfo.glyphHeight = texture.height;             chtInfo.glyphWidth = texture.width;             chtInfo.index = int.Parse(xe.GetAttribute("id"));             //这里注意下UV坐标系和从BMFont里得到的信息的坐标系是不一样的哦,前者左下角为(0,0),             //右上角为(1,1)。而后者则是左上角上角为(0,0),右下角为(图宽,图高)             chtInfo.uvTopLeft = new Vector2((float)x / texture.width, 1 - (float)y / texture.height);             chtInfo.uvTopRight = new Vector2((float)(x + width) / texture.width, 1 - (float)y / texture.height);             chtInfo.uvBottomLeft = new Vector2((float)x / texture.width, 1 - (float)(y + height) / texture.height);             chtInfo.uvBottomRight = new Vector2((float)(x + width) / texture.width, 1 - (float)(y + height) / texture.height);              chtInfo.minX = 0;             chtInfo.minY = -height;             chtInfo.maxX = width;             chtInfo.maxY = 0;              chtInfo.advance = advance;              chtInfoList.Add(chtInfo);         }         font.characterInfo = chtInfoList.ToArray();          //创建材质         Material mat = null;         {             Shader shader = Shader.Find("GUI/Text Shader");             mat = new Material(shader);             mat.SetTexture("_MainTex", texture);             AssetDatabase.CreateAsset(mat, dirName + fntname + ".mat");             AssetDatabase.SaveAssets();         }         font.material = mat;         AssetDatabase.Refresh();         Debug.Log("字体制作完成!");     }      public static string SelectObjectPathInfo(ref string dirName)     {         if (UnityEditor.Selection.activeInstanceID < 0)         {             return "";         }          string path = UnityEditor.AssetDatabase.GetAssetPath(UnityEditor.Selection.activeInstanceID);          dirName = Path.GetDirectoryName(path) + "/";         return Path.GetFileName(path);     } }

右键fnt,FontOption,自动生成字体,在创建的Text引用就可以使用了。

文章来源: https://blog.csdn.net/Momo_Da/article/details/88849671
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