unity制作位图字体

发布时间 2023-07-31 12:59:08作者: yaolunhui

第一步: ps 制作好 艺术字体,每个一样宽一样高。

第二步: 使用 bmfont 软件,将前面做好的小图转成fnt和png。(下载地址:https://www.angelcode.com/products/bmfont/)

<?xml version="1.0"?>
<font>
<info face="Arial" size="32" bold="0" italic="0" charset="" unicode="1" stretchH="100" smooth="1" aa="1" padding="0,0,0,0" spacing="1,1" outline="0"/>
<common lineHeight="32" base="26" scaleW="256" scaleH="256" pages="1" packed="0" alphaChnl="1" redChnl="0" greenChnl="0" blueChnl="0"/>
<pages>
<page id="0" file="number0_0.png" />
</pages>
<chars count="10">
<char id="48" x="0" y="0" width="28" height="35" xoffset="0" yoffset="0" xadvance="28" page="0" chnl="15" />
<char id="49" x="29" y="0" width="28" height="35" xoffset="0" yoffset="0" xadvance="28" page="0" chnl="15" />
<char id="50" x="58" y="0" width="28" height="35" xoffset="0" yoffset="0" xadvance="28" page="0" chnl="15" />
<char id="51" x="87" y="0" width="28" height="35" xoffset="0" yoffset="0" xadvance="28" page="0" chnl="15" />
<char id="52" x="116" y="0" width="28" height="35" xoffset="0" yoffset="0" xadvance="28" page="0" chnl="15" />
<char id="53" x="145" y="0" width="28" height="35" xoffset="0" yoffset="0" xadvance="28" page="0" chnl="15" />
<char id="54" x="174" y="0" width="28" height="35" xoffset="0" yoffset="0" xadvance="28" page="0" chnl="15" />
<char id="55" x="203" y="0" width="28" height="35" xoffset="0" yoffset="0" xadvance="28" page="0" chnl="15" />
<char id="56" x="0" y="36" width="28" height="35" xoffset="0" yoffset="0" xadvance="28" page="0" chnl="15" />
<char id="57" x="29" y="36" width="28" height="35" xoffset="0" yoffset="0" xadvance="28" page="0" chnl="15" />
</chars>
</font>

第三步: 导入 fnt,png 文件到 unity工程里边。

第四步: 增加 菜单脚本:

using UnityEngine;
using UnityEditor;
using System.IO;
using System.Xml;
using System;

public class BitmapFontExporter : ScriptableWizard
{
    [MenuItem("BitmapFontExporter/Create")]
    private static void CreateFont()
    {
        ScriptableWizard.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);
    }
}

第五步: 上边的菜单脚本会生成一个菜单,点击unity 菜单 BitmapFontExporter->Create 选中刚才的ftn文件和png文件,然后点击生成.

 然后就可以保存 字体文件了,这个字体文件只能使用到txt中,txt 创建位置在 ui->legacy->txt