如何使用字体
将字体文件拖入UGUI的Text中的Font中,即可使用字体
新建字体
寻找一个fnt字体
在Project下右键Create->CustomFont创建一个字体
垂直旋转图片,按照要求填入字体数据
使用BMFont生成自定义字体
打开BMFont软件
打开ImageManager导入字体资源
保存字体就会生成自定义的Fnt字体文件
UGUI字体自动生成
代码如下
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
using System.IO;
using System.Text.RegularExpressions;
// 创建bmfont
public class CreateFontEditor : Editor
{
[MenuItem("Assets/CreateBMFont")]
static void CreateFont()
{
Object obj = Selection.activeObject;
string fntPath = AssetDatabase.GetAssetPath(obj);
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");
if (!File.Exists(customFontPath))
{
Debug.LogError("The .fontsettings file not exists");
return;
}
Debug.Log(fntPath);
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)
{
Match match = reg.Match(line);
if (match != 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 = yoffset + height / 2; // 这样调出来的效果是ok的,原理未知
// info.glyphWidth = width;
// info.glyphHeight = -height; // 同上,不知道为什么要用负的,可能跟unity纹理uv有关
// info.advance = xadvance;
info.uv.x = (float) x / texWidth;
info.uv.y = (float) y / texHeight;
info.uv.width = (float) width / texWidth;
info.uv.height = (float) height / texHeight;
info.vert.x = xoffset;
info.vert.y = yoffset;
info.vert.width = width;
info.vert.height = 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+)");
Match match = reg2.Match(line);
if (match != 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();
}
Font customFont = AssetDatabase.LoadAssetAtPath<Font>(customFontPath);
customFont.characterInfo = charList.ToArray();
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
Debug.Log(customFont);
}
}


文章评论