前面的两个是在网上找的,属于编译器扩展的工具:
1、原文链接(指定文件路径下所有的预制体的字体被替换):
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.IO;
using UnityEngine.UI;
public class ReplaceFont : EditorWindow
{
private static ReplaceFont window = null;
private static List<string> prefafbPathList = new List<string>();
private static Font targetFont;
private static Font curFont;
private static float fontSizeRatio = 1f;
private static bool isUGUI = true;
[MenuItem("Tools/替换字体")]
public static void CSVCode()
{
if (window == null)
window = EditorWindow.GetWindow(typeof(ReplaceFont)) as ReplaceFont;
GetFiles(new DirectoryInfo(Application.dataPath), "*.prefab", ref prefafbPathList);
window.titleContent = new GUIContent("ReplaceFont");
window.Show();
}
public static void GetFiles(DirectoryInfo directory, string pattern, ref List<string> fileList)
{
if (directory != null && directory.Exists && !string.IsNullOrEmpty(pattern))
{
try
{
foreach (FileInfo info in directory.GetFiles(pattern))
{
string path = info.FullName.ToString();
fileList.Add(path.Substring (path.IndexOf ("Assets")));
}
}
catch (System.Exception)
{
throw;
}
foreach (DirectoryInfo info in directory.GetDirectories())
{
GetFiles(info, pattern, ref fileList);
}
}
}
void OnGUI()
{
EditorGUILayout.BeginHorizontal();
isUGUI = EditorGUILayout.Toggle("UGUI",isUGUI);
isUGUI = EditorGUILayout.Toggle("NGUI", !isUGUI);
EditorGUILayout.EndHorizontal();
curFont = (Font) EditorGUILayout.ObjectField("被替换字体", curFont, typeof(Font), true);
targetFont = (Font) EditorGUILayout.ObjectField("目标字体", targetFont, typeof(Font), true);
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("字号比例:");
fontSizeRatio = EditorGUILayout.FloatField(fontSizeRatio);
EditorGUILayout.EndHorizontal();
if(GUILayout.Button("一键替换"))
{
for (int i = 0; i<prefafbPathList.Count; i++)
{
GameObject gameObj = AssetDatabase.LoadAssetAtPath<GameObject>(prefafbPathList[i]);
Change(gameObj);
}
AssetDatabase.SaveAssets();
}
}
public static void Change(GameObject prefab)
{
if(null != prefab)
{
Component[] labels = null;
if(isUGUI)
{
labels = prefab.GetComponentsInChildren<Text>(true);
}
else
{
//labels = prefab.GetComponentsInChildren<UILabel>(true);
}
if(null != labels)
foreach (Object item in labels)
{
if(isUGUI)
{
Text text = (Text)item;
int newFontSize = (int)(text.fontSize * fontSizeRatio);
if (text.font.name == curFont.name)
{
text.font = targetFont;
text.fontSize = newFontSize;
}
}
else
{
// UILabel label = (UILabel)item;
// int newFontSize = (int)(label.fontSize * fontSizeRatio);
// if (label.trueTypeFont.name == curFont.name)
// {
// label.trueTypeFont = targetFont;
// label.fontSize = newFontSize;
// }
}
EditorUtility.SetDirty(item);
}
}
}
}
2、原文链接(这里是选中的预制体下所有的字体被替换):
using UnityEngine;
using UnityEditor;
/// <summary>
/// 根据鼠标点中的对象批量修改所有UI字体脚本,脚本位于Editor文件夹
/// </summary>
public class ChangeFontWindow : EditorWindow
{
//是否改变当前字体
private static bool isChangFont = false;
//当前字体
private static Font curFont;
//是否改变字体类型
private static bool isChangeStyle = false;
//字体类型
private static FontStyle curFontStyle;
//是否增加字体大小
private static bool isExpandSize = false;
//字体大小增加的值
private static int fontSizeDelta = 0;
//window菜单下
[MenuItem("Window/Change Font")]
private static void ShowWindow()
{
ChangeFontWindow cw = GetWindow<ChangeFontWindow>(true, "修改字体");
//(强迫症,看着舒服)
cw.minSize = new Vector2(310, 200);
cw.maxSize = new Vector2(310, 300);
}
private void OnGUI()
{
//向下空出5个像素
GUILayout.Space(5);
//创建是否改变当前字体开关
isChangFont = EditorGUILayout.Toggle("是否改变当前字体", isChangFont);
GUILayout.Space(5);
//如果改变当前字体则创建字体文件选择框
if(isChangFont)
{
curFont = (Font)EditorGUILayout.ObjectField("目标字体", curFont, typeof(Font), true);
GUILayout.Space(5);
}
//创建是否改变字体类型开关
isChangeStyle = EditorGUILayout.Toggle("是否改变字体类型", isChangeStyle);
GUILayout.Space(5);
//如果改变,则创建字体类型的枚举下拉框
if(isChangeStyle)
{
curFontStyle = (FontStyle)EditorGUILayout.EnumPopup("字体类型", curFontStyle);
GUILayout.Space(5);
}
//创建是否增加字体大小的开关
isExpandSize = EditorGUILayout.Toggle("是否增加字体大小", isExpandSize);
GUILayout.Space(5);
//如果增加字体大小则创建增加字体大小值的滑条
if(isExpandSize)
{
fontSizeDelta = (int)EditorGUILayout.Slider("增加字体大小的值", fontSizeDelta, -200, 200);
GUILayout.Space(5);
}
//创建确认按钮
if(GUILayout.Button("确认修改", GUILayout.Height(30), GUILayout.Width(300)))
{
Change();
}
}
public static void Change()
{
//如果鼠标没有选中物体则返回
if(Selection.objects == null || Selection.objects.Length == 0) { return; }
//获取点中对象(包括子目录)所有UILabel组件
Object[] labels = Selection.GetFiltered(typeof(UILabel), SelectionMode.Deep);
//赋值
foreach(Object item in labels)
{
UILabel label = (UILabel)item;
if(isChangFont) { label.trueTypeFont = curFont; }
if(isChangeStyle) { label.fontStyle = curFontStyle; }
if(isExpandSize) { label.fontSize += fontSizeDelta; }
EditorUtility.SetDirty(item); //重要(有点像应用设置的意思)
}
}
}
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我是在NGUI下替换字体,如果使用上述功能替换会修改到预制体。所以建一个空的预制体,挂载上脚本NGUIFont.cs文件。FontType选择Dynamic,TTF Font下是要使用的字体。如图:
任何时候需要换字体集时,直接替换TTF Font的字体集就可以了。
在NGUI Label上挂载字体集的预制体就可以了。