#if UNITY_EDITOR using UnityEditor; using UnityEngine; using System.Collections; public class FontMakerWindow : EditorWindow { void OnGUI () { GUIStyle labelStyle = new GUIStyle(); labelStyle.normal.textColor = Color.yellow; labelStyle.fontSize = 14; labelStyle.alignment = TextAnchor.MiddleLeft; GUIStyle ButtonStyle = new GUIStyle(); ButtonStyle.normal.textColor = Color.yellow; ButtonStyle.fontSize = 14; ButtonStyle.alignment = TextAnchor.MiddleCenter; GUILayout.BeginVertical(); GUILayout.Space(20); EditorGUILayout.LabelField("1.创建一个CustomFont,并为Font指定该CustomFont", labelStyle); GUILayout.Space(10); EditorGUI.indentLevel += 1; GUILayout.BeginHorizontal(); EditorGUILayout.LabelField("Font", labelStyle); FontMaker.m_myFont = EditorGUILayout.ObjectField(FontMaker.m_myFont, typeof(Font)) as Font; GUILayout.EndHorizontal(); EditorGUI.indentLevel -= 1; GUILayout.Space(20); 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); GUILayout.Space(10); EditorGUI.indentLevel += 1; GUILayout.BeginHorizontal(); EditorGUILayout.LabelField("Data", labelStyle); FontMaker.m_data = EditorGUILayout.ObjectField(FontMaker.m_data, typeof(TextAsset)) as TextAsset; GUILayout.EndHorizontal(); EditorGUI.indentLevel -= 1; GUILayout.Space(20); GUILayout.BeginHorizontal(); GUILayout.Space(150); if (GUILayout.Button("创建", GUILayout.Height(40))) { FontMaker.GenerateCharacterInfo(); } GUILayout.Space(150); GUILayout.EndHorizontal(); GUILayout.EndVertical(); } } #endif