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