Unity的UGUI的文字渲染效率应该是挺高的,一般来说用默认的Text控件,TTF的Font就满足需求了。不过有时候需要渲染艺术字体的时候还是需要用到BMFont。
一、BMFont的基础使用,创建fnt字体的步骤就不多说了。这里额外提一下就是BMFont是支持命令行的。这里贴一下我使用的脚本,更新字体比较方便。
bmfc文件是BMFont的配置文件,使用BMFont的GUI程序设置并保存好对应的字体配置(配置里面包含纹理大小、特殊字符对图片的映射关系等等)
txt文件是一个纯文本,包含所需要生成字体的所有文字
# -*- coding: utf-8 -*- import os,sys,shutil,subprocess,glob global SOURCE_PATH global TARGET_PATH SOURCE_PATH = 'font/' TARGET_PATH = '../Assets/Font' COMMON_TEXT = "text.txt" CMD = 'support/BMFont/bmfont.exe' def genFont(configPath, txtPath): fntPath = configPath.replace('.bmfc', '.fnt'); pngPathOld = configPath.replace('.bmfc', '_0.png'); pngPathNew = configPath.replace('.bmfc', '.png'); subprocess.call('"{0}" -c {1} -o {2} -t {3}'.format(CMD, configPath, fntPath, txtPath)) if os.path.exists(pngPathNew): os.remove(pngPathNew); os.rename(pngPathOld, pngPathNew); fileData = [] fp = open(fntPath, 'r'); for line in fp: if line.find('file="') != -1: fileData.append(line.replace('_0.png', '.png')); else: fileData.append(line); fp.close(); fpw = open(fntPath, 'w'); fpw.writelines(fileData); fileList = glob.glob(SOURCE_PATH + '*.bmfc') for file in fileList: txtFile = file.replace(".bmfc", ".txt") if os.path.exists(txtFile): genFont(file, txtFile) else: genFont(file, COMMON_TEXT) os.system('PAUSE')
二、Unity中的特殊字体是使用CustomFont。 CustomFont是一个资源,跟ttf字体等价,里面包含了字体的字形信息等数据。之前NGUI有一套脚本可以通过fnt文件创建CustomFont。 我写了一个脚本用来做类似的事情。
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 return; } string customFontPath = fntPath.Replace(".fnt", ".fontsettings"); if (!File.Exists(customFontPath)) { 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 = 0; int texWidth = 1; int texHeight = 1; 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); 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; 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); } }
这个脚本干的事情就是读取并解析fnt文件,获取每个字形的坐标,创建CharactorInfo对象并给它附上计算后的uv坐标,最终结果保存早Font里面。需要留意的是unity的uv坐标是左下角为原点。