UGUI中CustomFont(BMFont)字体使用与制作

首先使用工具Bitmap Font Generator生成.fnt和图集贴图,教程参考Unity3D-使用Bitmap Font Generator自定义字体
这里主要介绍根据Text格式的.fnt和贴图 在unity中自定义字体

  • 生成字体教程
    上代码(Unity版本5.6.0f3)
    生成字体文件后必须重启unity才能生效,否则字体文件不能正确加载(unity bug或者我没找到方法刷新unity,知道的请指教)
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;


public class BMFontEditor : EditorWindow {
    public TextAsset fontPosTbl;
    public Texture fontTexture;
    public Vector2 scrollPos;

    struct ChrRect {
        public int id;
        public int x;
        public int y;
        public int w;
        public int h;
        public int xofs;
        public int yofs;

        public int index;
        public float uvX;
        public float uvY;
        public float uvW;
        public float uvH;
        public float vertX;
        public float vertY;
        public float vertW;
        public float vertH;
        public float width;
    }


    // add menu
    [MenuItem("Tools/BMFontTools")]
    static void Init() {
        EditorWindow.GetWindow(typeof(BMFontEditor));
        
    }

    // layout window
    void OnGUI() {
        //EditorGUILayout.BeginScrollView(scrollPos);
        EditorGUILayout.BeginVertical();
        
        // use .fnt(.txt)
        fontTexture = (Texture)EditorGUILayout.ObjectField("Font Texture", fontTexture, typeof(Texture), false);
        
        EditorGUILayout.Space();
        EditorGUILayout.LabelField("Use BMFont fnt File", EditorStyles.boldLabel);
        EditorGUILayout.LabelField("(must Font Descriptor select Text)", EditorStyles.boldLabel);
        
        fontPosTbl = (TextAsset)EditorGUILayout.ObjectField("BMFont fnt (.fnt)", fontPosTbl, typeof(TextAsset), false);
        if (GUILayout.Button("Create(创建后必须重启生效)")) {
            
            if (fontTexture == null) this.ShowNotification(new GUIContent("No Font Texture selected"));
            else if (fontPosTbl == null) this.ShowNotification(new GUIContent("No Font Position Table file selected"));
            else {
                CalcChrRect(fontPosTbl, fontTexture);
            }
        }
        EditorGUILayout.LabelField("(Must Restart unity  valid!)", EditorStyles.whiteBoldLabel);
        EditorGUILayout.LabelField("*********************************", EditorStyles.largeLabel);
        EditorGUILayout.EndVertical();
        //EditorGUILayout.EndScrollView();
    }

    void OnInspectorUpdate() {
        this.Repaint();
    }

    
    void CalcChrRect(TextAsset posTbl, Texture tex) {
        string fileName = AssetDatabase.GetAssetPath(fontPosTbl);
        string texName = AssetDatabase.GetAssetPath(tex);
        string fontName = System.IO.Path.GetFileNameWithoutExtension(fileName);
        string fontPath = fileName.Replace(".fnt", ".fontsettings");
        string matPath = fileName.Replace(".fnt", ".mat");
        float imgw = (float)tex.width;
        float imgh = (float)tex.height;
        string txt = posTbl.text;

        List tblList = new List();
        foreach (string line in txt.Split('\n')) {
            if (line.IndexOf("char id=") == 0) {
                ChrRect d = GetChrRect(line, imgw, imgh);
                tblList.Add(d);
            }
        }
        if(tblList.Count==0)
        {
            new GUIContent("Failed");
            return;
        }

        ChrRect[] tbls = tblList.ToArray();
        Font font = new  Font();
        font.name = fontName;
        SetCharacterInfo(tbls, font);


        Material mat = new Material(Shader.Find("Unlit/Transparent"));
        mat.mainTexture = tex;
        mat.name = fontName;
        font.material = mat;

        
         Debug.Log(System.IO.Path.GetFileNameWithoutExtension(fileName));
        Debug.Log(fileName);

        AssetDatabase.CreateAsset(mat, matPath);
        AssetDatabase.CreateAsset(font, fontPath);
        AssetDatabase.SaveAssets();
        this.ShowNotification(new GUIContent("Complete"));
        AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate);
    }

    // over write custom font by new CharacterInfo
    void SetCharacterInfo(ChrRect[] tbls, Font fontObj) {
        CharacterInfo[] nci = new CharacterInfo[tbls.Length];
        for (int i = 0; i < tbls.Length; i++) {
            nci[i].index = tbls[i].index;
            nci[i].advance = (int)tbls[i].width;
            nci[i].uv.x = tbls[i].uvX;
            nci[i].uv.y = tbls[i].uvY;
            nci[i].uv.width = tbls[i].uvW;
            nci[i].uv.height = tbls[i].uvH;
            nci[i].vert.x = tbls[i].vertX;
            nci[i].vert.y = tbls[i].vertY;
            nci[i].vert.width = tbls[i].vertW;
            nci[i].vert.height = tbls[i].vertH;
        }
        fontObj.characterInfo = nci;
    }

    // get font table one line.
    ChrRect GetChrRect(string line, float imgw, float imgh) {
        ChrRect d = new ChrRect();

        foreach (string s in line.Split(' ')) {
            if (s.IndexOf("id=") >= 0) d.id = GetParamInt(s, "id=");
            else if (s.IndexOf("x=") >= 0) d.x = GetParamInt(s, "x=");
            else if (s.IndexOf("y=") >= 0) d.y = GetParamInt(s, "y=");
            else if (s.IndexOf("width=") >= 0) d.w = GetParamInt(s, "width=");
            else if (s.IndexOf("height=") >= 0) d.h = GetParamInt(s, "height=");
            else if (s.IndexOf("xoffset=") >= 0) d.xofs = GetParamInt(s, "xoffset=");
            else if (s.IndexOf("yoffset=") >= 0) d.yofs = GetParamInt(s, "yoffset=");
            else if (s.IndexOf("xadvance=") >= 0) d.width = GetParamInt(s, "xadvance=");
        }
        d.index = d.id;
        d.uvX = (float)d.x / imgw;
        d.uvY = (float)(imgh-(d.y)) / imgh;
        d.uvW = (float)d.w / imgw;
        //d.uvH = (float)-d.h / imgh;
        d.uvH = (float)-d.h / imgh;

        d.vertX = (float)d.xofs;
        d.vertY = (float)d.yofs;
        d.vertW = d.w;
        d.vertH = d.h;

        return d;
    }

    // "wd=int" to int
    int GetParamInt(string s, string wd) {
        if (s.IndexOf(wd) >= 0) {
            int v;
            if (int.TryParse(s.Substring(wd.Length), out v)) return v;
        }
        return int.MaxValue;
    }
}

将脚本放在Unity工程的Editor目录下
点击Tools-->BMFontTools按钮


UGUI中CustomFont(BMFont)字体使用与制作_第1张图片
image.png

打开界面


UGUI中CustomFont(BMFont)字体使用与制作_第2张图片
image.png

托入资源,.fnt文件必须是Text文本结构的,不能是Xml和Binary(Bitmap Font Generator在这里面配置)
UGUI中CustomFont(BMFont)字体使用与制作_第3张图片
image.png

UGUI中CustomFont(BMFont)字体使用与制作_第4张图片
image.png

点击生成


UGUI中CustomFont(BMFont)字体使用与制作_第5张图片
image.png

生成后必须重启unity才能生效,否则字体文件不能正确加载(unity bug或者我没找到方法刷新unity)
**
  • 文字换行问题
    设置字体的LineSpacing属性,为文字的高度,这里设置应该是128,一般不用
    UGUI中CustomFont(BMFont)字体使用与制作_第6张图片
    image.png

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