Unity UGUI 散图转字体

废话不多说,直接上步骤

1.首先下载BMFont工具,下载地址: http://www.angelcode.com/products/bmfont/

2.解压后运行bmfont32.exe或者bmfont64.exe,运行跟自己系统对应的!

3.

 

 

 4.设置导出的尺寸(根据自己的图片大小去调整),选32,生成的信息文件Xml格式,导出的图为png后点击OK

 

 

 

 

 

 5.

 

 

 

6.开始导入散图,选择散图(每次只能选一个)

 

 

 

 

7.id对应的是ASCII码(ASCII码对照:http://c.biancheng.net/c/ascii/),

8.ASCII码还可以在BitMap查看

 

 

 

 

 

 9.所有要导入的完成后,导出

 

 10.导出的文件有2个(*.fnt和*.png)

11.接下来就是要在unity操作了

12.上代码:

using UnityEngine;
using UnityEditor;
using System.Xml; 
using System;

public class BitmapFontExporter : ScriptableWizard
{
    [MenuItem("BitmapFontExporter/Create")]
    private static void CreateFont()
    {
        DisplayWizard<BitmapFontExporter>("Create Font");
    }


    public TextAsset fontFile;
    public Texture2D textureFile;

    private void OnWizardCreate()
    {
        if (fontFile == null || textureFile == null)
        {
            return;
        }

        string path = EditorUtility.SaveFilePanelInProject("Save Font", fontFile.name, "", "");

        if (!string.IsNullOrEmpty(path))
        {
            ResolveFont(path);
        }
    }


    private void ResolveFont(string exportPath)
    {
        if (!fontFile) throw new UnityException(fontFile.name + "is not a valid font-xml file");

        Font font = new Font();

        XmlDocument xml = new XmlDocument();
        xml.LoadXml(fontFile.text);

        XmlNode info = xml.GetElementsByTagName("info")[0];
        XmlNodeList chars = xml.GetElementsByTagName("chars")[0].ChildNodes;

        CharacterInfo[] charInfos = new CharacterInfo[chars.Count];

        for (int cnt = 0; cnt < chars.Count; cnt++)
        {
            XmlNode node = chars[cnt];
            CharacterInfo charInfo = new CharacterInfo();

            charInfo.index = ToInt(node, "id");
            charInfo.width = ToInt(node, "xadvance");
            charInfo.uv = GetUV(node);
            charInfo.vert = GetVert(node);

            charInfos[cnt] = charInfo;
        }


        Shader shader = Shader.Find("Unlit/Transparent");
        Material material = new Material(shader);
        material.mainTexture = textureFile;
        AssetDatabase.CreateAsset(material, exportPath + ".mat");


        font.material = material;
        font.name = info.Attributes.GetNamedItem("face").InnerText;
        font.characterInfo = charInfos;
        AssetDatabase.CreateAsset(font, exportPath + ".fontsettings");
    }


    private Rect GetUV(XmlNode node)
    {
        Rect uv = new Rect();

        uv.x = ToFloat(node, "x") / textureFile.width;
        uv.y = ToFloat(node, "y") / textureFile.height;
        uv.width = ToFloat(node, "width") / textureFile.width;
        uv.height = ToFloat(node, "height") / textureFile.height;
        uv.y = 1f - uv.y - uv.height;

        return uv;
    }


    private Rect GetVert(XmlNode node)
    {
        Rect uv = new Rect();

        uv.x = ToFloat(node, "xoffset");
        uv.y = ToFloat(node, "yoffset");
        uv.width = ToFloat(node, "width");
        uv.height = ToFloat(node, "height");
        uv.y = -uv.y;
        uv.height = -uv.height;

        return uv;
    }


    private int ToInt(XmlNode node, string name)
    {
        return Convert.ToInt32(node.Attributes.GetNamedItem(name).InnerText);
    }


    private float ToFloat(XmlNode node, string name)
    {
        return (float) ToInt(node, name);
    }
}

  13.unity的菜单中选择

 

 14.把刚才导入的2个文件分别导入,点击Create,

 

 15大功告成

 

注:不能通过调整Font Size来调整显示大小(我目前了解到是不行,如果各位有什么好的处理方式,请告知我)

参考连接:https://zhuanlan.zhihu.com/p/93201650

 

posted @ 2022-03-02 16:37  色色先生  阅读(324)  评论(0编辑  收藏  举报