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
标签:node,textureFile,uv,ToFloat,height,unity,字体,new,制作 From: https://www.cnblogs.com/hui413027075/p/17593171.html