using System.Collections.Generic; using System.IO; using UnityEditor; using UnityEngine; public class ImageFontMaker { [MenuItem("Assets/Create Image Font")] static void CreateImageFont() { if ( Selection.objects == null ) { return; } for (int i = 0; i < Selection.objects.Length; i++) { if (Selection.objects[i].GetType() == typeof(Texture2D)) { CreateImageFont(Selection.objects[i] as Texture2D); } } } public static void CreateImageFont( Texture2D texture ) { if ( texture == null ) return; string texturePath = AssetDatabase.GetAssetPath(texture); string textureExtension = Path.GetExtension(texturePath); string filePath = texturePath.Remove(texturePath.Length - textureExtension.Length); string matPath = filePath + ".mat"; string fontPath = filePath + ".fontsettings"; Font myFont = AssetDatabase.LoadAssetAtPath(fontPath); if ( myFont == null ) { myFont = new Font(); // 设置材质 Material mat = new Material(Shader.Find("GUI/Text Shader")); mat.SetTexture("_MainTex", texture); AssetDatabase.CreateAsset(mat, matPath); myFont.material = mat; AssetDatabase.CreateAsset(myFont, fontPath); } // 设置字符信息 Sprite[] sprites = LoadSpritesByPath(texturePath); if (sprites.Length == 0 ) return; CharacterInfo[] characterInfos = new CharacterInfo[sprites.Length]; for (int i = 0; i < characterInfos.Length; i++) { characterInfos[i] = new CharacterInfo(); // 设置 ascii 码 characterInfos[i].index = sprites[i].name[sprites[i].name.Length - 1]; // 设置 字符 uv Rect rect = sprites[i].rect; characterInfos[i].uvBottomLeft = new Vector2( rect.x / texture.width , rect.y / texture.height); characterInfos[i].uvBottomRight = new Vector2((rect.x +rect.width) / texture.width, rect.y / texture.height); characterInfos[i].uvTopRight = new Vector2((rect.x + rect.width) / texture.width, (rect.y + rect.height) / texture.height); characterInfos[i].uvTopLeft = new Vector2(rect.x / texture.width,(rect.y + rect.height) / texture.height); // 字符的偏移 和 宽高 characterInfos[i].minX = 0; characterInfos[i].maxX = (int)rect.width; characterInfos[i].minY = 0 - (int)sprites[i].pivot.y; characterInfos[i].maxY = (int)rect.height - (int)sprites[i].pivot.y; characterInfos[i].advance = (int)rect.width; } myFont.characterInfo = characterInfos; EditorUtility.SetDirty(myFont); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); } public static Sprite[] LoadSpritesByPath(string path) { List sprites = new List(); Object[] objects = AssetDatabase.LoadAllAssetsAtPath(path); foreach (var item in objects) { if ( item.GetType() == typeof(Sprite) ) { sprites.Add(item as Sprite); } } return sprites.ToArray(); } }