Files
the-island/unity-client/Assets/Editor/RegenerateChineseFont.cs
empty 0cd7c9c4d9 fix: 修复 Unity 环境背景和字体问题
- 添加 Environment 对象和 EnvironmentManager 组件到场景
- 重新生成 SourceHanSansSC-Regular SDF 字体资产
- 添加 FixTMPFont 和 RegenerateChineseFont 编辑器工具
2026-01-01 19:22:24 +08:00

99 lines
3.5 KiB
C#

using UnityEngine;
using UnityEditor;
using TMPro;
using System.IO;
public class RegenerateChineseFont : EditorWindow
{
[MenuItem("Tools/Regenerate Chinese Font Asset")]
public static void Regenerate()
{
string sourceFontPath = "Assets/Fonts/SourceHanSansSC-Regular.otf";
string outputPath = "Assets/Fonts/SourceHanSansSC-Regular SDF.asset";
// Load source font
Font sourceFont = AssetDatabase.LoadAssetAtPath<Font>(sourceFontPath);
if (sourceFont == null)
{
Debug.LogError($"[RegenerateFont] Source font not found at: {sourceFontPath}");
return;
}
Debug.Log($"[RegenerateFont] Loaded source font: {sourceFont.name}");
// Create font asset using TMP's API
TMP_FontAsset fontAsset = TMP_FontAsset.CreateFontAsset(sourceFont);
if (fontAsset == null)
{
Debug.LogError("[RegenerateFont] Failed to create font asset!");
return;
}
// Configure the font asset for Chinese characters
fontAsset.name = "SourceHanSansSC-Regular SDF";
// Save the asset
if (File.Exists(outputPath))
{
AssetDatabase.DeleteAsset(outputPath);
}
AssetDatabase.CreateAsset(fontAsset, outputPath);
// Save the atlas texture as a sub-asset
if (fontAsset.atlasTexture != null)
{
fontAsset.atlasTexture.name = "SourceHanSansSC-Regular SDF Atlas";
AssetDatabase.AddObjectToAsset(fontAsset.atlasTexture, fontAsset);
}
// Save the material as a sub-asset
if (fontAsset.material != null)
{
fontAsset.material.name = "SourceHanSansSC-Regular SDF Material";
AssetDatabase.AddObjectToAsset(fontAsset.material, fontAsset);
}
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
Debug.Log($"[RegenerateFont] Font asset created successfully at: {outputPath}");
// Setup as fallback for TMP Settings
SetupFallbackFont(fontAsset);
EditorUtility.DisplayDialog("Regenerate Font",
"Chinese font asset regenerated successfully!\n\nNote: For full Chinese character support, use Window > TextMeshPro > Font Asset Creator to generate with a specific character set.",
"OK");
}
private static void SetupFallbackFont(TMP_FontAsset chineseFont)
{
// Get TMP Settings
string settingsPath = "Assets/TextMesh Pro/Resources/TMP Settings.asset";
TMP_Settings settings = AssetDatabase.LoadAssetAtPath<TMP_Settings>(settingsPath);
if (settings == null)
{
Debug.LogWarning("[RegenerateFont] TMP Settings not found. Skipping fallback setup.");
return;
}
// Add Chinese font as fallback to default font
string defaultFontPath = "Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF.asset";
TMP_FontAsset defaultFont = AssetDatabase.LoadAssetAtPath<TMP_FontAsset>(defaultFontPath);
if (defaultFont != null && defaultFont.fallbackFontAssetTable != null)
{
if (!defaultFont.fallbackFontAssetTable.Contains(chineseFont))
{
defaultFont.fallbackFontAssetTable.Add(chineseFont);
EditorUtility.SetDirty(defaultFont);
AssetDatabase.SaveAssets();
Debug.Log("[RegenerateFont] Added Chinese font as fallback to default font.");
}
}
}
}