







生成 Number.fnt、Number_0.png 两个文件,将其拖入Unity 相应位置,继续下一步工具





箭头所指就是咱们要获得的最终目标,在文本处字体使用它就能够了。字体
在使用 Tools -> BMFont Maker 以前得先完成如下步骤:spa
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public class BMFontEditor : EditorWindow
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[MenuItem("Tools/BMFont Maker")]
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static public void OpenBMFontMaker()
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EditorWindow.GetWindow
<BMFontEditor>(false, "BMFont Maker", true).Show();
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private TextAsset fntData;
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private Material fontMaterial;
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private Texture2D fontTexture;
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private BMFont bmFont = new BMFont();
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targetFont = EditorGUILayout.ObjectField("Target Font", targetFont, typeof(Font), false) as Font;
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fntData = EditorGUILayout.ObjectField("Fnt Data", fntData, typeof(TextAsset), false) as TextAsset;
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fontMaterial = EditorGUILayout.ObjectField("Font Material", fontMaterial, typeof(Material), false) as Material;
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fontTexture = EditorGUILayout.ObjectField("Font Texture", fontTexture, typeof(Texture2D), false) as Texture2D;
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if (GUILayout.Button("Create BMFont"))
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BMFontReader.Load(bmFont, fntData.name, fntData.bytes); //借用NGUI封装的读取类
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CharacterInfo[] characterInfo = new CharacterInfo[bmFont.glyphs.Count];
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for (int i = 0; i
< bmFont.glyphs.Count; i++)
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BMGlyph bmInfo = bmFont.glyphs[i];
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CharacterInfo info = new CharacterInfo();
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info.index = bmInfo.index;
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info.uv.x = (float)bmInfo.x / (float)bmFont.texWidth;
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info.uv.y = 1 - (float)bmInfo.y / (float)bmFont.texHeight;
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info.uv.width = (float)bmInfo.width / (float)bmFont.texWidth;
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info.uv.height = -1f * (float)bmInfo.height / (float)bmFont.texHeight;
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info.vert.y = -(float)bmInfo.height;
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info.vert.width = (float)bmInfo.width;
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info.vert.height = (float)bmInfo.height;
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info.width = (float)bmInfo.advance;
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targetFont.characterInfo = characterInfo;
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fontMaterial.mainTexture = fontTexture;
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targetFont.material = fontMaterial;
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fontMaterial.shader = Shader.Find("UI/Default");//这一行很关键,若是用standard的shader,放到Android手机上,第一次加载会很慢
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Debug.Log("Create Font <" + targetFont.name + "> Success");
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将这个类放入工程中,这样在 Tools 中才能够找到 BMFont Maker,它的做用是赋予字体的详细信息,因为它是借助 NGUI 来实现的工具,因此得加上 NGUI 中的如下类:code
