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

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<Font>(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<Material>(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<Texture2D>(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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