UGUI藝術字製作(必成)

製作流程
1.bmFont工具 Edit -> Open Image Manager製作字體,
2.導出設置 Options ->  Export Options bitdeth選擇32位 XML Texture選擇png
3.SavabmFont導出
4.導出文件導入unity,
    新建材質球Shader選擇GUI/TextShader
    右鍵Create-Custem Font,指定上述材質球

5,運行此工具

public class BMFont 
{
    [MenuItem("Tools/Create Font")]
    static void Font()
    {
        //把我們創建的材質球加載進來
        Material mtr = Resources.Load<Material>("Font/NumberFont"); 
        //把我們在位圖製作工具生成的圖片加載進來
        Texture2D texture = Resources.Load<Texture2D>("Font/NumberFont_0"); 
        //把圖片賦給材質球
        mtr.SetTexture(0, texture);
        //把我們創建的字體加載進來
        Font font = Resources.Load<Font>("Font/NumberFont"); 
        XmlDocument xml = new XmlDocument();
        XmlReaderSettings set = new XmlReaderSettings();
        //這個設置是忽略xml註釋文檔的影響。有時候註釋會影響到xml的讀取
        set.IgnoreComments = true;
        string path = Application.dataPath + "/Resources/Font/NumberFont.fnt";
        //path = path.Replace('/', '\');
        //這是在BMFont裏得到的那個.fnt文件,因爲是xml文件,所以我們就用xml來解析
        xml.Load(path);

        List<CharacterInfo> chtInfoList = new List<CharacterInfo>();
        XmlNode node = xml.SelectSingleNode("font/chars");
        foreach (XmlNode nd in node.ChildNodes) {
            XmlElement xe = (XmlElement)nd;
            int x = int.Parse(xe.GetAttribute("x"));
            int y = int.Parse(xe.GetAttribute("y"));
            int width = int.Parse(xe.GetAttribute("width"));
            int height = int.Parse(xe.GetAttribute("height"));
            int advance = int.Parse(xe.GetAttribute("xadvance"));
            CharacterInfo chtInfo = new CharacterInfo();
            float texWidth = texture.width;
            float texHeight = texture.width;

            chtInfo.glyphHeight = texture.height;
            chtInfo.glyphWidth = texture.width;
            chtInfo.index = int.Parse(xe.GetAttribute("id"));
            //這裏注意下UV座標系和從BMFont裏得到的信息的座標系是不一樣的哦,前者左下角爲(0,0),
            //右上角爲(1,1)。而後者則是左上角上角爲(0,0),右下角爲(圖寬,圖高)
            chtInfo.uvTopLeft = new Vector2((float)x / texture.width, 1 - (float)y / texture.height);
            chtInfo.uvTopRight = new Vector2((float)(x + width) / texture.width, 1 - (float)y / texture.height);
            chtInfo.uvBottomLeft = new Vector2((float)x / texture.width, 1 - (float)(y + height) / texture.height);
            chtInfo.uvBottomRight = new Vector2((float)(x + width) / texture.width, 1 - (float)(y + height) / texture.height);

            chtInfo.minX = 0;
            chtInfo.minY = -height;
            chtInfo.maxX = width;
            chtInfo.maxY = 0;

            chtInfo.advance = advance;

            chtInfoList.Add(chtInfo);
        }
        font.characterInfo = chtInfoList.ToArray();
        //保存此次修改
        EditorUtility.SetDirty(font);
        AssetDatabase.SaveAssets();
        AssetDatabase.Refresh();
    }
}

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