#if UNITY_EDITOR
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using UnityEditor;
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using UnityEngine;
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using System.Collections;
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public class FontMakerWindow : EditorWindow {
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void OnGUI () {
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GUIStyle labelStyle = new GUIStyle();
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labelStyle.normal.textColor = Color.yellow;
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labelStyle.fontSize = 14;
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labelStyle.alignment = TextAnchor.MiddleLeft;
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GUIStyle ButtonStyle = new GUIStyle();
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ButtonStyle.normal.textColor = Color.yellow;
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ButtonStyle.fontSize = 14;
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ButtonStyle.alignment = TextAnchor.MiddleCenter;
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GUILayout.BeginVertical();
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GUILayout.Space(20);
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EditorGUILayout.LabelField("1.创建一个CustomFont,并为Font指定该CustomFont", labelStyle);
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GUILayout.Space(10);
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EditorGUI.indentLevel += 1;
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GUILayout.BeginHorizontal();
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EditorGUILayout.LabelField("Font", labelStyle);
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FontMaker.m_myFont = EditorGUILayout.ObjectField(FontMaker.m_myFont, typeof(Font)) as Font;
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GUILayout.EndHorizontal();
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EditorGUI.indentLevel -= 1;
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GUILayout.Space(20);
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EditorGUILayout.LabelField("2.将BMF中导出的字体信息文件拷贝到Unity工程中\n并为Data指定该文件", labelStyle);
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GUILayout.Space(10);
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EditorGUI.indentLevel += 1;
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GUILayout.BeginHorizontal();
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EditorGUILayout.LabelField("Data", labelStyle);
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FontMaker.m_data = EditorGUILayout.ObjectField(FontMaker.m_data, typeof(TextAsset)) as TextAsset;
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GUILayout.EndHorizontal();
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EditorGUI.indentLevel -= 1;
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GUILayout.Space(20);
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GUILayout.BeginHorizontal();
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GUILayout.Space(150);
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if (GUILayout.Button("创建", GUILayout.Height(40))) {
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FontMaker.GenerateCharacterInfo();
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}
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GUILayout.Space(150);
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GUILayout.EndHorizontal();
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GUILayout.EndVertical();
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}
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}
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#endif
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