参考:https://blog.csdn.net/langresser_king/article/details/49964021 部分字体使用博主的脚本生成后会无法对齐,修改了其中的部分代码
美术生成艺术字体后,一般会有一个fnt文件以及一个png文件,导入到Unity中,需要转换为CustomFont才能使用。
在Editor文件夹下创建以下脚本
using System.Collections.Generic;
using System.IO;
using System.Text.RegularExpressions;
using UnityEditor;
using UnityEngine;
public class CreateBMFont : MonoBehaviour
{
[MenuItem("Tool/CreateBMFont")]
static void CreateFont()
{
Object obj = Selection.activeObject;
string fntPath = AssetDatabase.GetAssetPath(obj);
string fontName = Path.GetFileNameWithoutExtension(fntPath);
if (fntPath.IndexOf(".fnt") == -1)
{
// 不是字体文件
Debug.LogError("The Selected Object Is Not A .fnt file!");
return;
}
string customFontPath = fntPath.Replace(".fnt", ".fontsettings");
Font customFont;
if (!File.Exists(customFontPath))
{
customFont = new Font();
AssetDatabase.CreateAsset(customFont, customFontPath);
}
else
{
customFont = AssetDatabase.LoadAssetAtPath<Font>(customFontPath);
}
string pngPath = fntPath.Replace(".fnt", ".png");
if (!File.Exists(pngPath))
{
Debug.LogError("未找到同名图片");
return;
}
Texture texture = AssetDatabase.LoadAssetAtPath<Texture>(pngPath);
string matPath = fntPath.Replace(".fnt", ".mat");
Material mat;
if (!File.Exists(matPath))
{
mat = new Material(Shader.Find("GUI/Text Shader"));
mat.mainTexture = texture;
mat.name = fontName;
AssetDatabase.CreateAsset(mat, matPath);
}
else
{
mat = AssetDatabase.LoadAssetAtPath<Material>(matPath);
mat.mainTexture = texture;
}
customFont.material = mat;
StreamReader reader = new StreamReader(new FileStream(fntPath, FileMode.Open));
List<CharacterInfo> charList = new List<CharacterInfo>();
Regex reg = new Regex(@"char id=(?<id>\d+)\s+x=(?<x>\d+)\s+y=(?<y>\d+)\s+width=(?<width>\d+)\s+height=(?<height>\d+)\s+xoffset=(?<xoffset>(-|\d)+)\s+yoffset=(?<yoffset>(-|\d)+)\s+xadvance=(?<xadvance>\d+)\s+");
string line = reader.ReadLine();
int lineHeight = 65;
int texWidth = 512;
int texHeight = 512;
while (line != null)
{
if (line.IndexOf("char id=") != -1)
{
System.Text.RegularExpressions.Match match = reg.Match(line);
if (match != System.Text.RegularExpressions.Match.Empty)
{
var id = System.Convert.ToInt32(match.Groups["id"].Value);
var x = System.Convert.ToInt32(match.Groups["x"].Value);
var y = System.Convert.ToInt32(match.Groups["y"].Value);
var width = System.Convert.ToInt32(match.Groups["width"].Value);
var height = System.Convert.ToInt32(match.Groups["height"].Value);
var xoffset = System.Convert.ToInt32(match.Groups["xoffset"].Value);
var yoffset = System.Convert.ToInt32(match.Groups["yoffset"].Value);
var xadvance = System.Convert.ToInt32(match.Groups["xadvance"].Value);
Debug.Log("ID" + id);
CharacterInfo info = new CharacterInfo();
info.index = id;
float uvx = 1f * x / texWidth;
float uvy = 1 - (1f * y / texHeight);
float uvw = 1f * width / texWidth;
float uvh = -1f * height / texHeight;
info.uvBottomLeft = new Vector2(uvx, uvy);
info.uvBottomRight = new Vector2(uvx + uvw, uvy);
info.uvTopLeft = new Vector2(uvx, uvy + uvh);
info.uvTopRight = new Vector2(uvx + uvw, uvy + uvh);
info.minX = -xoffset;
info.minY = lineHeight / 2 - yoffset; // 纵向的偏移取统一的高度
info.glyphWidth = width;
info.glyphHeight = -height;
info.advance = xadvance;
charList.Add(info);
}
}
else if (line.IndexOf("scaleW=") != -1)
{
Regex reg2 = new Regex(@"common lineHeight=(?<lineHeight>\d+)\s+.*scaleW=(?<scaleW>\d+)\s+scaleH=(?<scaleH>\d+)");
System.Text.RegularExpressions.Match match = reg2.Match(line);
if (match != System.Text.RegularExpressions.Match.Empty)
{
lineHeight = System.Convert.ToInt32(match.Groups["lineHeight"].Value);
texWidth = System.Convert.ToInt32(match.Groups["scaleW"].Value);
texHeight = System.Convert.ToInt32(match.Groups["scaleH"].Value);
}
}
line = reader.ReadLine();
}
customFont.characterInfo = charList.ToArray();
EditorUtility.SetDirty(customFont);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
Debug.Log(customFont);
}
}
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