Unity Editor Window script to generate fonts. See: http://gamedev.stackexchange.com/a/91936/16587
using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic;
using System.Xml;
using System;
using System.Reflection;
// This Unity Editor window was created for this GD.SE question: http://gamedev.stackexchange.com/a/91936/16587
// The XML->Font is from the question asker, Almo
// By MLM
//
// Access the editor window by going to `Window -> Generate Custom Font`:
public class GenerateCustomFontWindow : EditorWindow
{
string fontName = "freespin_big";
// Add menu named "My Window" to the Window menu
[MenuItem ("Window/Generate Custom Font")]
static void CreateWindow () {
// Get existing open window or if none, make a new one:
GenerateCustomFontWindow fontWindow = EditorWindow.GetWindow<GenerateCustomFontWindow>("Gen. Custom Font");
}
void OnGUI()
{
this.fontName = EditorGUILayout.TextField("Font Name:", this.fontName);
if(GUILayout.Button("Create Font"))
{
this.CreatFont(fontName);
}
}
void CreatFont(string fontName) {
TextAsset xml = Resources.Load<TextAsset>(fontName);
Texture2D image = Resources.Load<Texture2D>(fontName);
if(xml != null && image != null)
{
Font font = Resources.Load<Font>(fontName + ".fontsettings");
if (font == null)
{
font = new Font();
AssetDatabase.CreateAsset(font, "Assets/Resources/" + fontName + ".fontsettings");
}
Material mat = Resources.Load<Material>(fontName + ".mat");
if (mat == null)
{
mat = new Material(Shader.Find("Unlit/Transparent"));
mat.SetTexture("_MainTex", image);
AssetDatabase.CreateAsset(mat, "Assets/Resources/" + fontName + ".mat");
}
font.material = mat;
this.ImportFont(xml, font, new Vector2(image.width, image.height));
AssetDatabase.SaveAssets();
}
else
{
Debug.LogError("Could not find XML data/image for font name: " + this.fontName + " - XML: " + (xml == null ? "null" : xml.ToString()) + " - image: " + (image == null ? "null" : image.ToString()));
}
}
public void SetAsciiStartOffset(Font font, int asciiStartOffset)
{
Editor editor = Editor.CreateEditor(font);
SerializedProperty startOffsetProperty = editor.serializedObject.FindProperty("m_AsciiStartOffset");
startOffsetProperty.intValue = asciiStartOffset;
editor.serializedObject.ApplyModifiedProperties();
}
public void ImportFont(TextAsset XMLAsset, Font font, Vector2 size)
{
int asciiOffset = 1000;
XmlDocument xmlDoc = new XmlDocument();
xmlDoc.LoadXml(XMLAsset.text);
XmlNode spriteNode = xmlDoc.SelectSingleNode("font").FirstChild;
XmlNode frameNode = spriteNode.FirstChild;
List<CharacterInfo> infoList = new List<CharacterInfo>();
while (frameNode != null)
{
int width = System.Convert.ToInt32(frameNode.Attributes["w"].Value);
int height = System.Convert.ToInt32(frameNode.Attributes["h"].Value);
int x = System.Convert.ToInt32(frameNode.Attributes["x"].Value);
int y = (int)size.y - height - System.Convert.ToInt32(frameNode.Attributes["y"].Value);
string character = frameNode.Attributes["name"].Value;
if (!string.IsNullOrEmpty(character))
{
byte[] asciiBytes = System.Text.Encoding.ASCII.GetBytes(character);
if (asciiBytes[0] < asciiOffset)
{
asciiOffset = asciiBytes[0];
}
}
CharacterInfo info = new CharacterInfo();
info.uv.x = x / size.x;
info.uv.y = y / size.y;
info.uv.width = width / size.x;
info.uv.height = height / size.y;
info.vert.x = 0;
info.vert.y = 0;
info.vert.width = width;
info.vert.height = -height;
info.width = width;
info.index = infoList.Count;
infoList.Add(info);
frameNode = frameNode.NextSibling;
}
this.SetAsciiStartOffset(font, asciiOffset);
font.characterInfo = infoList.ToArray();
}
}