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