Unity 创建字体
本文主要讲的是使用Unity自带的Sprite(类似图集)创建字体。
如:
1.通过Unity SpriteEditor 裁剪图集
根据每张图不同尺寸,设计出符合项目所需尺寸(一般高度一致)
2.创建字体
选择图片,输入名字、路径,点击创建
3.代码
#if UNITY_EDITOR
using System;
using UnityEngine;
using UnityEditor;
using System.IO;
public class CreateFont : EditorWindow
{
[MenuItem("Tools/创建字体(sprite)")]
public static void Open()
{
GetWindow<CreateFont>("创建字体");
}
private Texture2D tex;
private string fontName;
private string fontPath;
/// <summary>
/// 绘制Editor界面
/// </summary>
private void OnGUI()
{
GUILayout.BeginVertical();
GUILayout.BeginHorizontal();
GUILayout.Label("字体图片:");
tex = (Texture2D)EditorGUILayout.ObjectField(tex, typeof(Texture2D), true);
GUILayout.EndHorizontal();
GUILayout.BeginHorizontal();
GUILayout.Label("字体名称:");
fontName = EditorGUILayout.TextField(fontName);
GUILayout.EndHorizontal();
GUILayout.BeginHorizontal();
if (GUILayout.Button(string.IsNullOrEmpty(fontPath) ? "选择路径" : fontPath))
{
//打开项目Assets路径
fontPath = EditorUtility.OpenFolderPanel("字体路径", Application.dataPath, "");
if (string.IsNullOrEmpty(fontPath))
{
Debug.Log("取消选择路径");
}
else
{
fontPath = fontPath.Replace(Application.dataPath, "") + "/";
}
}
GUILayout.EndHorizontal();
GUILayout.BeginHorizontal();
if (GUILayout.Button("创建"))
{
Create();
}
GUILayout.EndHorizontal();
GUILayout.EndVertical();
}
/// <summary>
/// 创建字体
/// </summary>
private void Create()
{
if (tex == null)
{
Debug.LogWarning("创建失败,图片为空!");
return;
}
if (string.IsNullOrEmpty(fontPath))
{
Debug.LogWarning("字体路径为空!");
return;
}
if (fontName == null)
{
Debug.LogWarning("创建失败,字体名称为空!");
return;
}
else
{
if (File.Exists(Application.dataPath + fontPath + fontName + ".fontsettings"))
{
Debug.LogError("创建失败,已存在同名字体文件");
return;
}
if (File.Exists(Application.dataPath + fontPath + fontName + ".mat"))
{
Debug.LogError("创建失败,已存在同名字体材质文件");
return;
}
}
string selectionPath = AssetDatabase.GetAssetPath(tex);
string selectionExt = Path.GetExtension(selectionPath);
Debug.Log($"selectionExt==={selectionExt}");
if (selectionExt.Length == 0)
{
Debug.LogError("创建失败!");
return;
}
string fontPathName = fontPath + fontName + ".fontsettings";
string matPathName = fontPath + fontName + ".mat";
float lineSpace = 0.1f;
UnityEngine.Object[] sprites = AssetDatabase.LoadAllAssetsAtPath(selectionPath);
if (sprites.Length > 0)
{
Material mat = new Material(Shader.Find("GUI/Text Shader"));
mat.SetTexture("_MainTex", tex);
Font m_myFont = new Font();
m_myFont.material = mat;
CharacterInfo[] characterInfo = new CharacterInfo[sprites.Length];
for (int i = 0; i < sprites.Length; i++)
{
if (!(sprites[i] is Sprite)) continue;
Sprite sprite = sprites[i] as Sprite;
if (sprite.rect.height > lineSpace)
{
lineSpace = sprite.rect.height;
}
}
for (int i = 0; i < sprites.Length; i++)
{
if (!(sprites[i] is Sprite)) continue;
Sprite spr = sprites[i] as Sprite;
CharacterInfo info = new CharacterInfo();
try
{
info.index = Convert.ToChar(spr.name);
}
catch
{
Debug.LogError("创建失败,Sprite名称错误!" + spr.name);
return;
}
Rect rect = spr.rect;
float pivot = spr.pivot.y / rect.height - 0.5f;
if (pivot > 0)
{
pivot = -lineSpace / 2 - spr.pivot.y;
}
else if (pivot < 0)
{
pivot = -lineSpace / 2 + rect.height - spr.pivot.y;
}
else
{
pivot = -lineSpace / 2;
}
int offsetY = (int)(pivot + (lineSpace - rect.height) / 2);
//纹理映射
info.uvBottomLeft = new Vector2((float)rect.x / tex.width, (float)(rect.y) / tex.height);
info.uvBottomRight = new Vector2((float)(rect.x + rect.width) / tex.width, (float)(rect.y) / tex.height);
info.uvTopLeft = new Vector2((float)rect.x / tex.width, (float)(rect.y + rect.height) / tex.height);
info.uvTopRight = new Vector2((float)(rect.x + rect.width) / tex.width, (float)(rect.y + rect.height) / tex.height);
info.minX = 0;
info.minY = -(int)rect.height - offsetY;
info.maxX = (int)rect.width;
info.maxY = -offsetY;
info.advance = (int)rect.width;
characterInfo[i] = info;
}
AssetDatabase.CreateAsset(mat, "Assets" + matPathName);
AssetDatabase.CreateAsset(m_myFont, "Assets" + fontPathName);
m_myFont.characterInfo = characterInfo;
EditorUtility.SetDirty(m_myFont);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();//刷新资源
Debug.Log("创建字体成功");
}
else
{
Debug.LogError("图集错误!");
}
}
}
#endif
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