void UpdateFont(TMP_FontAsset fontFile) { var fontText = m_SourceFontFile.text; var fnt = FntParse.GetFntParse(ref fontText); for (int i = 0; i < fontFile.characterTable.Count; i++) { var unicode = fontFile.characterTable[i].unicode; var glyphIndex = fontFile.characterTable[i].glyphIndex; for (int j = 0; j < fnt.charInfos.Length; j++) { if (unicode == fnt.charInfos[j].index) { var glyph = fontFile.glyphLookupTable[glyphIndex]; PatchGlyph(fnt.rawCharInfos[j], fnt.textureHeight, fnt.textureWidth, ref glyph); fontFile.glyphLookupTable[glyphIndex] = glyph; break; } } } var newFaceInfo = fontFile.faceInfo; newFaceInfo.baseline = fnt.lineBaseHeight; newFaceInfo.lineHeight = fnt.lineHeight; newFaceInfo.ascentLine = fnt.lineHeight; newFaceInfo.pointSize = fnt.fontSize; var fontType = typeof(TMP_FontAsset); var faceInfoProperty = fontType.GetProperty("faceInfo"); faceInfoProperty.SetValue(fontFile, newFaceInfo); fontFile.material.SetTexture("_MainTex", m_Texture2D); fontFile.atlasTextures[0] = m_Texture2D; }
private void Build() { var texturePath = AssetDatabase.GetAssetPath(Texture); var rootPath = Path.GetDirectoryName(texturePath); var fontPath = string.Format("{0}/{1}.fontsettings", rootPath, Texture.name); var objs = AssetDatabase.LoadAllAssetsAtPath(texturePath).ToList(); objs.RemoveAt(0); Sprite[] sprites = objs.Cast <Sprite>().ToArray(); string text = GetFntFormat(Characters, sprites); FntParse parse = FntParse.GetFntParse(ref text); if (parse == null) { return; } Texture2D[] textures = DoImportTextures(parse, rootPath, text); Font font = AssetDatabase.LoadMainAssetAtPath(fontPath) as Font; if (font == null) { font = new Font(); AssetDatabase.CreateAsset(font, fontPath); AssetDatabase.WriteImportSettingsIfDirty(fontPath); AssetDatabase.ImportAsset(fontPath); } Material material = AssetDatabase.LoadAssetAtPath(fontPath, typeof(Material)) as Material; if (material == null) { material = new Material(Shader.Find("UI/Default")); material.name = "Font Material"; AssetDatabase.AddObjectToAsset(material, fontPath); AssetDatabase.ImportAsset(fontPath); } font.material = material; material.shader = Shader.Find(textures.Length > 1 ? "BFI/Font" + textures.Length : "UI/Default"); material.mainTexture = textures[0]; for (int i = 1; i < textures.Length; i++) { material.SetTexture("_MainTex" + (i + 1), textures[i]); } font.characterInfo = parse.charInfos; SerializedObject so = new SerializedObject(font); so.Update(); so.FindProperty("m_FontSize").floatValue = Mathf.Abs(parse.fontSize); so.FindProperty("m_LineSpacing").floatValue = parse.lineHeight; so.FindProperty("m_Ascent").floatValue = parse.lineBaseHeight; SerializedProperty prop = so.FindProperty("m_Descent"); if (prop != null) { prop.floatValue = parse.lineBaseHeight - parse.lineHeight; } UpdateKernings(so, parse.kernings); so.ApplyModifiedProperties(); so.SetIsDifferentCacheDirty(); AssetDatabase.SaveAssets(); }