Unity编辑器脚本 一键替换字体

文章介绍了一个Unity编辑器插件,用于批量替换游戏中所有预制体中的字体,包括UGUI、NGUI和XCharts图表组件,以解决WebGL打包时默认字体显示问题。
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using System;
using System.Collections.Generic;
using System.IO;
using TMPro;
using UnityEditor;
using UnityEngine;
using UnityEngine.UI;
using XCharts.Runtime;
using Object = UnityEngine.Object;

//※※※一键替换会遍历所有预制体更换字体,建议只用来更换默认字体使用※※※
//※※※一键替换会遍历所有预制体更换字体,建议只用来更换默认字体使用※※※
//※※※一键替换会遍历所有预制体更换字体,建议只用来更换默认字体使用※※※

public class ReplaceFont : EditorWindow
{
    private static ReplaceFont window = null;
    private static List<string> prefafbPathList = new List<string>();

    private static Font targetFont; //
    private static Font curFont; //空置的话就是把空的字体填上目标字体
    private static TMP_FontAsset targetProFont;
    private static TMP_FontAsset curProFont; //空置的话就是把空的字体填上目标字体
    private static float fontSizeRatio = 1f;
    private static bool isUGUI = true;
    private static GameObject gameObj;

    [MenuItem("Tools/替换字体")]
    public static void CSVCode()
    {
        if (window == null)
            window = GetWindow(typeof(ReplaceFont)) as ReplaceFont;
        GetFiles(new DirectoryInfo(Application.dataPath), "*.prefab", ref prefafbPathList);
        window.titleContent = new GUIContent("ReplaceFont");
        window.Show();
    }

    public static void GetFiles(DirectoryInfo directory, string pattern, ref List<string> fileList)
    {
        if (directory != null && directory.Exists && !string.IsNullOrEmpty(pattern))
        {
            try
            {
                foreach (FileInfo info in directory.GetFiles(pattern))
                {
                    string path = info.FullName.ToString();
                    fileList.Add(path.Substring(path.IndexOf("Assets")));
                }
            }
            catch (Exception)
            {
                throw;
            }

            foreach (DirectoryInfo info in directory.GetDirectories())
            {
                GetFiles(info, pattern, ref fileList);
            }
        }
    }

    void OnGUI()
    {
        EditorGUILayout.BeginHorizontal();
        //isUGUI = EditorGUILayout.Toggle("UGUI", isUGUI);
        //isUGUI = EditorGUILayout.Toggle("NGUI", !isUGUI);
        EditorGUILayout.EndHorizontal();

        curFont = (Font)EditorGUILayout.ObjectField("被替换字体(可以空)", curFont, typeof(Font), true);
        curProFont =
            (TMP_FontAsset)EditorGUILayout.ObjectField("被替换Pro字体(可以空)", curProFont, typeof(TMP_FontAsset), true);

        targetFont = (Font)EditorGUILayout.ObjectField("目标字体", targetFont, typeof(Font), true);
        targetProFont =
            (TMP_FontAsset)EditorGUILayout.ObjectField("目标Pro字体", targetProFont, typeof(TMP_FontAsset), true);
        EditorGUILayout.BeginHorizontal();
        //EditorGUILayout.LabelField("字号比例:");
        //fontSizeRatio = EditorGUILayout.FloatField(fontSizeRatio);
        gameObj = (GameObject)EditorGUILayout.ObjectField("替换的预制体", gameObj, typeof(GameObject), true);
        EditorGUILayout.EndHorizontal();

        if (GUILayout.Button("替换当前预设"))
        {
            Change(gameObj);
            AssetDatabase.SaveAssets();
            Debug.Log("字体替换完成!!!");
        }

        EditorGUILayout.BeginHorizontal();

        if (GUILayout.Button("一键替换所有!慎用!"))
        {
            if (gameObj != null)
            {
                Debug.LogError("已经添加了预设请确认替换字体所有还是替换当前预设字体!");
                return;
            }

            if (EditorUtility.DisplayDialog("再次确定", ("是否确定一次性替换场景中所有预制的字体! 一共" + prefafbPathList.Count + "个预制"), "确定",
                    "取消"))
            {
                for (int i = 0; i < prefafbPathList.Count; i++)
                {
                    GameObject gameObj_s = AssetDatabase.LoadAssetAtPath<GameObject>(prefafbPathList[i]);
                    //EditorUtility.DisplayProgressBar("进度条", "当前进度", prefafbPathList.Count - i / prefafbPathList.Count);
                    Change(gameObj_s);
                }

                EditorUtility.ClearProgressBar();
                AssetDatabase.SaveAssets();
            }
        }

        EditorGUILayout.EndHorizontal();
    }

    static void TextComponentChange(GameObject prefab)
    {
        Component[] labels = null;
        if (isUGUI)
        {
            labels = prefab.GetComponentsInChildren<Text>(true);
        }
        else
        {
            //labels = prefab.GetComponentsInChildren<UILabel>(true);//基本用不到了ngui
        }

        if (null != labels)
        {
            foreach (Object item in labels)
            {
                if (isUGUI)
                {
                    Text text = (Text)item;
                    int newFontSize = (int)(text.fontSize * fontSizeRatio);
                    if (curFont == null || text.font.name == curFont.name)
                    {
                        text.font = targetFont;
                        text.fontSize = newFontSize;
                    }
                }
                else
                {
                    // UILabel label = (UILabel)item;
                    // int newFontSize = (int)(label.fontSize * fontSizeRatio);
                    // if (label.trueTypeFont.name == curFont.name)
                    // {
                    //  	label.trueTypeFont = targetFont;
                    //  	label.fontSize = newFontSize;
                    // }
                }

                EditorUtility.SetDirty(item);
            }
        }
    }

    static void TextProComponentChange(GameObject prefab)
    {
        Component[] labels = null;
        labels = prefab.GetComponentsInChildren<TextMeshProUGUI>(true);
        if (null != labels)
        {
            foreach (Object item in labels)
            {
                TextMeshProUGUI text = (TextMeshProUGUI)item;
                int newFontSize = (int)(text.fontSize * fontSizeRatio);
                if (curProFont == null || text.font.name == curProFont.name)
                {
                    text.font = targetProFont;
                    text.fontSize = newFontSize;
                }

                EditorUtility.SetDirty(item);
            }
        }
    }


    static void ChartComponentChange(GameObject prefab)
    {
        Component[] charts = null;
        charts = prefab.GetComponentsInChildren<BaseChart>(true);
        foreach (var item in charts)
        {
            BaseChart chart = (BaseChart)item;
            var _xAxis = chart.EnsureChartComponent<XAxis>();
            var _yAxis = chart.EnsureChartComponent<YAxis>();
            var _legend = chart.EnsureChartComponent<Legend>();
            var _title = chart.EnsureChartComponent<Title>();
            var _gridCoord = chart.EnsureChartComponent<GridCoord>();
            // 设置字体大小
            _title.labelStyle.textStyle.fontSize = UIStylePara.CHARTTITLE_FONTSIZE;
            _legend.labelStyle.textStyle.fontSize = UIStylePara.LEGEND_FONTSIZE;
            _xAxis.axisLabel.textStyle.fontSize = UIStylePara.CHARTAXIS_FONTSIZE;
            _yAxis.axisLabel.textStyle.fontSize = UIStylePara.CHARTAXIS_FONTSIZE;
            _yAxis.axisName.labelStyle.textStyle.fontSize = UIStylePara.CHARTAXIS_FONTSIZE;

            //设置字体
            _title.labelStyle.textStyle.font = targetFont;
            _legend.labelStyle.textStyle.font = targetFont;
            _xAxis.axisLabel.textStyle.font = targetFont;
            _yAxis.axisLabel.textStyle.font = targetFont;
            _yAxis.axisName.labelStyle.textStyle.font = targetFont;
            _xAxis.axisName.labelStyle.textStyle.font = targetFont;

            // 设置图表位置
            _gridCoord.layoutIndex = -1;
            _gridCoord.left = 0.03f;
            _gridCoord.right = 0.12f;
            _gridCoord.top = 0.16f;
            _gridCoord.bottom = 0.08f;

            // 设置字体位置角度
            _title.location.align = Location.Align.TopLeft;
            _title.location.top = 0.03f;
            _title.location.left = 0.005f;

            _legend.iconType = Legend.Type.Auto;
            _legend.itemWidth = 30;
            _legend.itemHeight = 40;
            _legend.itemGap = 20;
            _legend.location.align = Location.Align.TopRight;
            _legend.location.top = 0.05f;
            _legend.location.right = 0.05f;
            _legend.labelStyle.textStyle.color = UIStylePara.WordColor;

            _xAxis.axisLabel.rotate = 30;
            _xAxis.axisLabel.distance = 40;
            _xAxis.axisLabel.textStyle.color = UIStylePara.WordColor;
            _xAxis.axisLabel.textLimit.gap = -50;

            _yAxis.axisLabel.distance = 10;
            _yAxis.axisLabel.textStyle.color = UIStylePara.WordColor;

            for (int i = 0; i < chart.series.Count; i++)
            {
                chart.series[i].itemStyle.color = UIStylePara.BarColor;
                chart.series[i].itemStyle.toColor = UIStylePara.BarToColor;
            }

            // 处理数据组相关的参数
            for (int i = 0; i < chart.series.Count; i++)
            {
                if (chart.series[i].serieType == "Bar") //处理柱状图
                {
                    // 柱体样式
                    chart.series[i].barWidth = 0.4f;
                    chart.series[i].barGap = 0.1f;
                    chart.series[i].barMaxWidth = 50f;
                    // 柱体上的数值样式和位置
                    chart.series[i].EnsureComponent<LabelStyle>().textStyle.font = targetFont;
                    chart.series[i].label.textStyle.fontSize = UIStylePara.CHARTVALUE_FONTSIZE;
                    chart.series[i].label.textStyle.color = UIStylePara.WordColor;
                    chart.series[i].label.offset = new Vector3(0, 20, 0);
                }
            }
        }
    }

    public static void Change(GameObject prefab)
    {
        if (null != prefab)
        {
            TextComponentChange(prefab);
            ChartComponentChange(prefab);
            TextProComponentChange(prefab);
        }
        else
        {
            Debug.LogError("预制体不能为空!");
        }
    }
}

上面的是一键替换字体脚本,之前因为打包webgl使用unity默认字体字体会不显示的问题才加了这个脚本,因为我这边涉及到了图表插件,所以把图表中的字体也加进去了,不需要的可以自行注释掉;

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