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October 26, 2016 17:45
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Convert sprite mapping to custom font settings in Unity 3D
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[MenuItem(ItemNamePrefix + "Convert Font")] | |
public static void ConvertFont() | |
{ | |
var sb = new StringBuilder(); | |
var objs = AssetDatabase.LoadAllAssetsAtPath("Assets/Amstrad/AmstradFont.psd"); | |
var sprites = objs.OfType<Sprite>().OrderBy(s => CalcIndex(s.name)).ToArray(); | |
foreach (var sprite in sprites) | |
{ | |
sb.AppendLine("name " + sprite.name); | |
sb.AppendLine("rect " + sprite.rect); | |
} | |
Debug.Log(sb.ToString()); | |
var font = AssetDatabase.LoadAssetAtPath<Font>("Assets/Amstrad/Amstrad.fontsettings"); | |
Debug.Log(font); | |
var ci = new CharacterInfo | |
{ | |
minX = 0, minY = -8, maxX = 8, maxY = 0, uvBottomLeft = new Vector2(4, 4), uvTopRight = new Vector2(12, 12), advance = 8 | |
}; | |
var characterInfo = new CharacterInfo[256]; | |
for (int i = 0; i < 256; i++) | |
{ | |
var sprite = sprites[i]; | |
var r = sprite.rect; | |
ci.index = i; | |
ci.uvBottomLeft = new Vector2(r.xMin/ 256, r.yMin / 256); | |
ci.uvTopRight = new Vector2(r.xMax / 256, r.yMax / 256); | |
characterInfo[i] = ci; | |
} | |
font.characterInfo = characterInfo; | |
EditorUtility.SetDirty(font); | |
AssetDatabase.SaveAssets(); | |
} | |
private static int CalcIndex(string name) | |
{ | |
var i = name.IndexOf('_'); | |
try | |
{ | |
return int.Parse(name.Substring(i+1)); | |
} | |
catch (Exception ex) | |
{ | |
Debug.LogError(ex.Message + " "+name+" "+i); | |
throw; | |
} | |
} |
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