在Assets下创建Editor文件夹 脚本放里面
using UnityEngine;
using UnityEditor;
using System.IO;
using System.Text;
using UnityEditor.ProjectWindowCallback;
using System.Text.RegularExpressions;public class CreateWindow : EditorWindow
{
[MenuItem("BMFont/Font Config")]
static void Model()
{
EditorWindow.GetWindow(typeof(CreateLua));
}public CreateLua()
{
titleContent = new GUIContent("Font Config");
}public Object m_myFont;
public Object m_data;
private BMFont mbFont = new BMFont();private void OnGUI()
{
GUILayout.BeginVertical ();
GUILayout.Space(10);
GUILayout.Label("自定义字库添加字体配置");
GUILayout.Space(2);GUILayout.BeginHorizontal ();
GUILayout.Label("选择字库文件");
GUILayout.Space(10);
m_myFont = EditorGUILayout.ObjectField (m_myFont, typeof(Font), true) as Object;
GUILayout.EndHorizontal();GUILayout.Space(2);
GUILayout.BeginHorizontal ();
GUILayout.Label("选择配置文件");
GUILayout.Space(10);
m_data = EditorGUILayout.ObjectField(m_data, typeof(TextAsset), true) as Object;
GUILayout.EndHorizontal();GUILayout.Space(2);
if (GUILayout.Button("Save Font Config"))
{
if (m_data != null || m_myFont != null)
{
MyFont.GetInstance().CreatFontConfig(m_data, m_myFont);
}
}
GUILayout.BeginHorizontal ();
}
}