Unity支持自定义图片字体(CustomFont),网上有很多教程,细节不尽相同,当概括起来基本就是两种方式。一是使用BMFont,导出图集和.fnt文件,再使用图集在Unity中设置得到字体。二是不用BMFont,使用Unity自带的Sprite类似图集的功能。两种方式原理相同,只是手段有区别。基本原理都是先有一张贴图,比如:
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需要知道的信息是贴图中每一个字符对应的ASCII码(例如0的ASCII码为48)与该字符在图集中对应的位置(0为x:0;y:0;w:55;h:76)。然后在Unity中创建材质和CustomFont并根据信息进行设置。
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最后得到字体。
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两种方式的区别仅在于第一步中如何得到图集的信息。具体的:
对于第一种使用BMFont的方式,目的是得到.fnt文件,实际上是xml格式文件。具体的信息为:
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BMFont的使用方法不再详述。得到图集个fnt文件后,网上一般的方法是手动计算在Unity中的参数,有些繁琐,在这里写一个Editor脚本来自动完成这个过程。直接上代码:
using System;
using System.Collections.Generic;
using System.IO;
using System.Xml;
using UnityEditor;
using UnityEngine;
public class CreateFontFromFnt : EditorWindow
{
[MenuItem("Tools/创建字体(Fnt)")]
static void DoIt()
{
GetWindow<CreateFontFromFnt>("创建字体");
}
private string fontName;
private string fontPath;
private Texture2D tex;
private string fntFilePath;
private void OnGUI()
{
GUILayout.BeginVertical();
GUILayout.BeginHorizontal();
GUILayout.Label("字体名称:");
fontName = EditorGUILayout.TextField(fontName);
GUILayout.EndHorizontal();
GUILayout.BeginHorizontal();
GUILayout.Label("字体图片:");
tex = (Texture2D)EditorGUILayout.ObjectField(tex, typeof(Texture2D), true);
GUILayout.EndHorizontal();
GUILayout.BeginHorizontal();
if (GUILayout.Button(string.IsNullOrEmpty(fontPath) ? "选择路径" : fontPath))
{
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(string.IsNullOrEmpty(fntFilePath) ? "选择fnt文件" : fntFilePath))
{
fntFilePath = EditorUtility.OpenFilePanelWithFilters("选择fnt文件", Environment.GetFolderPath(Environment.SpecialFolder.Desktop), new string[] { "", "fnt" });
if (string.IsNullOrEmpty(fntFilePath))
{
Debug.Log("取消选择路径");
}
}
GUILayout.EndHorizontal();
GUILayout.BeginHorizontal();
if (GUILayout.Button("创建"))
{
Create();
}
GUILayout.EndHorizontal();
GUILayout.EndVertical();
}
private void Create()
{
if (string.IsNullOrEmpty(fntFilePath))
{
Debug.LogError("fnt为空");
return;
}
if (tex == null)
{
Debug.LogError("字体图片为空");
return;
}
string fontSettingPath = fontPath + fontName + ".fontsettings";
string matPath = fontPath + fontName + ".mat";
if (File.Exists(Application.dataPath + fontSettingPath))
{
Debug.LogErrorFormat("已存在同名字体文件:{0}", fontSettingPath);
return;
}
if (File.Exists(Application.dataPath + matPath))
{
Debug.LogErrorFormat("已存在同名字体材质:{0}", matPath);
return;
}
var list = new List<CharacterInfo>();
XmlDocument xmlDoc = new XmlDocument();
var content = File.ReadAllText(fntFilePath, System.Text.Encoding.UTF8);
xmlDoc.LoadXml(content);
var nodelist = xmlDoc.SelectNodes("font/chars/char");
foreach (XmlElement item in nodelist)
{
CharacterInfo info = new CharacterInfo();
var id = int.Parse(item.GetAttribute("id"));
var x = float.Parse(item.GetAttribute("x"));
var y = float.Parse(item.GetAttribute("y"));
var width = float.Parse(item.GetAttribute("width"));
var height = float.Parse(item.GetAttribute("height"));
info.index = id;
//纹理映射,上下翻转
info.uvBottomLeft = new Vector2(x / tex.width, 1 - (y + height) / tex.height);
info.uvBottomRight = new Vector2((x + width) / tex.width, 1 - (y + height) / tex.height);
info.uvTopLeft = new Vector2(x / tex.width, 1 - y / tex.height);
info.uvTopRight = new Vector2((x + width) / tex.width, 1 - y / tex.height);
info.minX = 0;
info.maxX = (int)width;
info.minY = -(int)height / 2;
info.maxY = (int)height / 2;
info.advance = (int)width;
list.Add(info);
}
Material mat = new Material(Shader.Find("GUI/Text Shader"));
mat.R&V7B&V7BvBvBТFvBfV7Ff |