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