【Unity编辑器扩展】艺术字/自定义图片字体/TextMeshPro艺术字生成工具

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【Unity编辑器扩展】艺术字/自定义图片字体/TextMeshPro艺术字生成工具

2024-06-06 07:40| 来源: 网络整理| 查看: 265

自动化游戏框架工具集——艺术字生成工具 支持TextMeshPro/uGUI Text

 

艺术字在游戏中很常用,由于普通字体样式过于平淡,制作花里胡哨的文字图片作为游戏字体使用,这就是艺术字。

不依赖第三方工具,仅使用Unity自带的Custom Font + 一张艺术字图集就能实现这个功能,但是为了便于使用,还需要依赖自动化工具,自动化把字符映射到图片纹理坐标,一键生成字体文件。

当然,工具也必须支持生成TextMeshPro的TM_FontAsset;

工具使用效果:

 字符对齐图片:

 艺术字使用效果:

Unity自定义字体参数面板如下:

 其中Character Rects数组是每个字符所在贴图的uv坐标系下的映射Rect:

Index:字符的Ascii码偏移值;字符真实ASCII码 = Ascii Start Offset + Index;这里建议把ASCII码起始值(Ascii Start Offset)设为0,把Index直接设置为字符的ASCII码。

Vert:字符的宽高信息, Y为高度的一半是为了垂直方向居中;

工具功能设计:

0. 首先,制作字符集图片,在Unity中用Sprite Editor进行自动Sprite碎图分割;

1. 拖拽添加字符图集;

2. 设置字符文件或直接在输入框输入字符,两处字符将自动合并去重;

3. 支持设置字体大小;自定义字体无法通过Text组件动态修改字体大小,因此需要为不同字号生成单独的字体文件,但材质和贴图共用,只消耗一个DC;

4.支持字符与图集对照预览;

5. 点击生成,一键创建字体文件和对应材质;

代码实现:

代码实现非常简单,主要就是读取Sprite中的子图Rect信息,然后转换到字体所需的UV坐标系Rect等;

使用Unity 2022新版Sprite编辑器API读取碎图信息:

var texFact = new SpriteDataProviderFactories(); texFact.Init(); var texDataProvider = texFact.GetSpriteEditorDataProviderFromObject(texture2d); texDataProvider.InitSpriteEditorDataProvider(); var spriteRects = texDataProvider.GetSpriteRects();

生成字体文件的Character Rects:

private bool ParseCharsInfo(char[] chars, out CharacterInfo[] charInfoArr, out Texture2D charsTexture) { charInfoArr = null; charsTexture = null; if (chars == null || chars.Length < 1) { return false; } charsTexture = OwnerEditor.SelectObjectList[0] as Texture2D; var texSize = new Vector2Int(charsTexture.width, charsTexture.height); var texFact = new SpriteDataProviderFactories(); texFact.Init(); var texDataProvider = texFact.GetSpriteEditorDataProviderFromObject(charsTexture); texDataProvider.InitSpriteEditorDataProvider(); var spRects = texDataProvider.GetSpriteRects(); int count = Mathf.Min(chars.Length, spRects.Length); charInfoArr = new CharacterInfo[count]; for (int i = 0; i < count; i++) { var spRect = spRects[i].rect; var uvMin = spRect.min / texSize; var uvMax = spRect.max / texSize; float fontHeight = m_FontSize; float fontScale = m_FontSize / spRect.height; charInfoArr[i] = new CharacterInfo { index = chars[i], uvBottomLeft = uvMin, uvBottomRight = new Vector2(uvMax.x, uvMin.y), uvTopLeft = new Vector2(uvMin.x, uvMax.y), uvTopRight = uvMax, minX = 0, minY = -(int)(fontHeight * 0.5f),//居中偏移量 advance = (int)(spRect.width * fontScale), glyphWidth = (int)(spRect.width * fontScale), glyphHeight = (int)fontHeight, }; } return true; }

生成字体文件:

string outputDir = EditorUtility.SaveFolderPanel("保存到", Application.dataPath, null); if (!string.IsNullOrWhiteSpace(outputDir) && Directory.Exists(outputDir)) { outputDir = Path.Combine("Assets", Path.GetRelativePath(Application.dataPath, outputDir)); string outputFont = Path.Combine(outputDir, $"{charsTexture.name}_{m_FontSize}.fontsettings"); Font newFont; if (!File.Exists(outputFont)) { newFont = new Font(charsTexture.name); AssetDatabase.CreateAsset(newFont, outputFont); } newFont = AssetDatabase.LoadAssetAtPath(outputFont); string outputFontMat = Path.Combine(outputDir, $"{charsTexture.name}.mat"); if (!File.Exists(outputFontMat)) { var tempFontMat = new Material(Shader.Find("UI/Default Font")); AssetDatabase.CreateAsset(tempFontMat, outputFontMat); } var fontMat = AssetDatabase.LoadAssetAtPath(outputFontMat); fontMat.shader = Shader.Find("UI/Default Font"); fontMat.SetTexture("_MainTex", charsTexture); EditorUtility.SetDirty(fontMat); AssetDatabase.SaveAssetIfDirty(fontMat); newFont.material = fontMat; newFont.characterInfo = charInfoArr; EditorUtility.SetDirty(newFont); AssetDatabase.SaveAssetIfDirty(newFont); Selection.activeInstanceID = newFont.GetInstanceID(); } 生成TextMeshPro艺术字:

 上述步骤中已经将文字图片图集解析为CharacterInfo,那么我们只需要稍加转换,把CharacterInfo转换为TextMeshPro的Glyph, 也就是字符与图集的uv映射关系:

private UnityEngine.TextCore.Glyph CharacterInfo2Glyph(int i, CharacterInfo charInfo, int atlasWidth, int atlasHeight) { var glyph = new UnityEngine.TextCore.Glyph((uint)i, new UnityEngine.TextCore.GlyphMetrics(charInfo.glyphWidth, charInfo.glyphHeight, 0, charInfo.glyphHeight, charInfo.glyphWidth), new UnityEngine.TextCore.GlyphRect((int)(charInfo.uvBottomLeft.x * atlasWidth), (int)(charInfo.uvBottomLeft.y * atlasHeight), charInfo.glyphWidth, charInfo.glyphHeight)); return glyph; }

然后动态创建一个TM_FontAsset并自动映射字符和图像:

private void GenerateTextMeshProFont(CharacterInfo[] charInfoArr, Texture2D charsTexture, string outputFont) { var maxHeight = charInfoArr[0].size; var fontAsset = TMP_FontAsset.CreateFontAsset(m_TMPBaseFont, maxHeight, 0, UnityEngine.TextCore.LowLevel.GlyphRenderMode.SMOOTH, charsTexture.width, charsTexture.height, AtlasPopulationMode.Static, false); AssetDatabase.CreateAsset(fontAsset, outputFont); var tmpMat = new Material(Shader.Find("TextMeshPro/Bitmap Custom Atlas")); var charsAtlas = UnityEngine.Object.Instantiate(charsTexture); charsAtlas.alphaIsTransparency = true; var fileName = Path.GetFileNameWithoutExtension(outputFont); tmpMat.name = Utility.Text.Format("{0}_mat", fileName); tmpMat.mainTexture = charsAtlas; charsAtlas.name = Utility.Text.Format("{0}_tex", fileName); fontAsset.atlas = charsAtlas; fontAsset.material = tmpMat; fontAsset.atlasTextures = new Texture2D[] { charsAtlas }; fontAsset.characterTable.Clear(); fontAsset.glyphTable.Clear(); for (int i = 0; i < charInfoArr.Length; i++) { var charInfo = charInfoArr[i]; var glyph = CharacterInfo2Glyph(i, charInfo, charsAtlas.width, charsAtlas.height); fontAsset.characterTable.Add(new TMP_Character((uint)charInfo.index, glyph)); fontAsset.glyphTable.Add(glyph); } var faceInfo = fontAsset.faceInfo; faceInfo.familyName = fileName; faceInfo.lineHeight = faceInfo.ascentLine = maxHeight; faceInfo.baseline = faceInfo.descentLine = 0; fontAsset.faceInfo = faceInfo; var fontSettings = fontAsset.creationSettings; fontSettings.referencedFontAssetGUID = null; fontSettings.sourceFontFileGUID = null; fontSettings.sourceFontFileName = null; AssetDatabase.AddObjectToAsset(charsAtlas, fontAsset); AssetDatabase.AddObjectToAsset(tmpMat, fontAsset); EditorUtility.SetDirty(fontAsset); AssetDatabase.SaveAssetIfDirty(fontAsset); Selection.activeInstanceID = fontAsset.GetInstanceID(); }



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