Unity method of converting pictures into fonts


In this paper, we share the specific code of unity using pictures to generate fonts for your reference. The specific contents are as follows

In development, you may need to convert images into fonts.

Bmfont plug-in import image

Then generate. FNT and. PNG files (file format can be changed in the settings)
Import these two files into unity and cut PNG into sprites
Create a material and drag the map onto it.
Create the font and drag the material.

Data how to calculate the formula Baidu above, here omitted. Code can also be used to generate

using UnityEngine;
using System.Collections;
using System;
using System.Xml;

public class CustomFontImportor : MonoBehaviour {

  public Font font;
  public TextAsset textAsset;

  void Awake()
    if (font == null || textAsset == null)
      Debug.LogError ("please set font and textasset.");

    XmlDocument xmlDocument = new XmlDocument();

    int totalWidth = Convert.ToInt32(xmlDocument["font"]["common"].Attributes["scaleW"].InnerText);
    int totalHeight = Convert.ToInt32(xmlDocument["font"]["common"].Attributes["scaleH"].InnerText);

    XmlElement xml = xmlDocument["font"]["chars"];
    ArrayList characterInfoList = new ArrayList();

    for (int i = 0; i < xml.ChildNodes.Count; ++i)
      XmlNode node = xml.ChildNodes[i];
      if (node.Attributes == null)
      int index = Convert.ToInt32(node.Attributes["id"].InnerText);
      int x = Convert.ToInt32(node.Attributes["x"].InnerText);
      int y = Convert.ToInt32(node.Attributes["y"].InnerText);
      int width = Convert.ToInt32(node.Attributes["width"].InnerText);
      int height = Convert.ToInt32(node.Attributes["height"].InnerText);
      int xOffset = Convert.ToInt32(node.Attributes["xoffset"].InnerText);
      int yOffset = Convert.ToInt32(node.Attributes["yoffset"].InnerText);
      int xAdvance = Convert.ToInt32(node.Attributes["xadvance"].InnerText);

      CharacterInfo info = new CharacterInfo();
      Rect uv = new Rect();
      uv.x = (float)x / totalWidth;
      uv.y = (float)(totalHeight - y - height) / totalHeight;
      uv.width = (float)width / totalWidth;
      uv.height = (float)height / totalHeight;

      info.index = index;
      info.uvBottomLeft = new Vector2(uv.xMin, uv.yMin);
      info.uvBottomRight = new Vector2(uv.xMax, uv.yMin);
      info.uvTopLeft = new Vector2(uv.xMin, uv.yMax);
      info.uvTopRight = new Vector2(uv.xMax, uv.yMax);
      info.minX = xOffset;
      info.maxX = xOffset + width;
      info.minY = -yOffset - height;
      info.maxY = -yOffset;
      info.advance = xAdvance;
      info.glyphWidth = width;
      info.glyphHeight = height;

    font.characterInfo = characterInfoList.ToArray(typeof(CharacterInfo)) as CharacterInfo[];

    Debug.Log ("generated successfully.");

The above is the whole content of this article, I hope to help you in your study, and I hope you can support developeppaer more.

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