效果演示:
EmojiText组件代码来源工程地址:https://github.com/zouchunyi/EmojiText
效果演示:
使用方式:
1、导入表情
将表情图片素材(png格式)导入到Unity工程中的这个目录中:Assets/Emoji/Input,目录可以按需更换。
注意表情图片的尺寸必须一致,命名规范:纯字母.png或 纯字母_数字.png,例:a.png, b_0.png,b_1.png。
同一个表情的序列帧图片,以_数字结尾。
2、设置图片格式
设置图片格式为Default,设置Non-Power of 2(2的n次方)为ToNearest,勾选Read/Write Enabled。最后点击Apply按钮。
3、生成表情图集
点击菜单EmojiText/Build Emoji后,会按照EmojiBuilder脚本中的默认值进行创建图集保存数据,为了方便操作在这里扩展成一个UnityEditor窗口。
cs
/*
Description:Create the Atlas of emojis and its data texture.
How to use?
1)
Put all emojies in Asset/Framework/Resource/Emoji/Input.
Multi-frame emoji name format : Name_Index.png , Single frame emoji format: Name.png
2)
Excute EmojiText->Build Emoji from menu in Unity.
3)
It will outputs two textures and a txt in Emoji/Output.
Drag emoji_tex to "Emoji Texture" and emoji_data to "Emoji Data" in UGUIEmoji material.
4)
Repair the value of "Emoji count of every line" base on emoji_tex.png.
5)
It will auto copys emoji.txt to Resources, and you can overwrite relevant functions base on your project.
Author:zouchunyi
E-mail:zouchunyi@kingsoft.com
*/
using System;
using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic;
using System.IO;
public class EmojiBuilder : EditorWindow {
private static string OutputPath = "Assets/Emoji/Output/";
private static string InputPath = "Assets/Emoji/Input/";
private const string CopyTargetPath = "Assets/Resources/emoji.txt";
private static readonly Vector2[] AtlasSize = new Vector2[]{
new Vector2(32,32),
new Vector2(64,64),
new Vector2(128,128),
new Vector2(256,256),
new Vector2(512,512),
new Vector2(1024,1024),
new Vector2(2048,2048)
};
struct EmojiInfo
{
public string key;
public string x;
public string y;
public string size;
}
private static int EmojiSize = 32;//the size of emoji.
[MenuItem("EmojiText/Build Emoji Wnd")]
public static void BuildEmojiWnd()
{
GetWindow<EmojiBuilder>();
}
private void OnGUI()
{
InputPath = EditorGUILayout.TextField("表情散图存放路径", InputPath);
OutputPath = EditorGUILayout.TextField("表情图集生成路径", OutputPath);
EditorGUILayout.HelpBox("注意:每个表情图片尺寸需要统一。",MessageType.Warning);
EmojiSize = EditorGUILayout.IntField("单个表情图尺寸", EmojiSize);
if (GUILayout.Button("生成表情图集")) {
BuildEmoji ();
}
}
// [MenuItem("EmojiText/Build Emoji")]
public static void BuildEmoji()
{
// List<char> keylist = new List<char> ();
// for(int i = 0; i<100; i++)
// {
// keylist.Add(i.ToString());
// }
// for (int i = 48; i <= 57; i++) {
// keylist.Add (System.Convert.ToChar(i));//0-9
// }
// for (int i = 65; i <= 90; i++) {
// keylist.Add (System.Convert.ToChar(i));//A-Z
// }
// for (int i = 97; i <= 122; i++) {
// keylist.Add (System.Convert.ToChar(i));//a-z
// }
//search all emojis and compute they frames.
Dictionary<string,int> sourceDic = new Dictionary<string,int> ();
string[] files = Directory.GetFiles (Application.dataPath.Replace("Assets", "") + InputPath,"*.png");
for (int i = 0; i < files.Length; i++) {
string[] strs = files [i].Split ('/');
string[] strs2 = strs [strs.Length - 1].Split ('.');
string filename = strs2 [0];
string[] t = filename.Split('_');
string id = t [0];
if (sourceDic.ContainsKey(id)) {
sourceDic[id]++;
} else {
sourceDic.Add (id, 1);
}
}
//create the directory if it is not exist.
if (!Directory.Exists (OutputPath)) {
Directory.CreateDirectory (OutputPath);
}
Dictionary<string,EmojiInfo> emojiDic = new Dictionary<string, EmojiInfo> ();
int totalFrames = 0;
foreach (int value in sourceDic.Values) {
totalFrames += value;
}
Vector2 texSize = ComputeAtlasSize (totalFrames);
Texture2D newTex = new Texture2D ((int)texSize.x, (int)texSize.y, TextureFormat.ARGB32, false);
Texture2D dataTex = new Texture2D ((int)texSize.x / EmojiSize, (int)texSize.y / EmojiSize, TextureFormat.ARGB32, false);
int x = 0;
int y = 0;
int keyindex = 0;
foreach (string key in sourceDic.Keys) {
for (int index = 0; index < sourceDic[key]; index++) {
string path = InputPath + key;
if (sourceDic[key] == 1) {
path += ".png";
} else {
path += "_" + (index + 1).ToString() + ".png";
}
Texture2D asset = AssetDatabase.LoadAssetAtPath<Texture2D> (path);
Color[] colors = asset.GetPixels (0);
for (int i = 0; i < EmojiSize; i++) {
for (int j = 0; j < EmojiSize; j++) {
newTex.SetPixel (x + i, y + j, colors [i + j * EmojiSize]);
}
}
string t = System.Convert.ToString (sourceDic [key] - 1, 2);
float r = 0, g = 0, b = 0;
if (t.Length >= 3) {
r = t [2] == '1' ? 0.5f : 0;
g = t [1] == '1' ? 0.5f : 0;
b = t [0] == '1' ? 0.5f : 0;
} else if (t.Length >= 2) {
r = t [1] == '1' ? 0.5f : 0;
g = t [0] == '1' ? 0.5f : 0;
} else {
r = t [0] == '1' ? 0.5f : 0;
}
dataTex.SetPixel (x / EmojiSize, y / EmojiSize, new Color (r, g, b, 1));
if (! emojiDic.ContainsKey (key)) {
EmojiInfo info;
// if (keyindex < keylist.Count)
// {
// info.key = "[" + char.ToString(keylist[keyindex]) + "]";
// }else
// {
// info.key = "[" + char.ToString(keylist[keyindex / keylist.Count]) + char.ToString(keylist[keyindex % keylist.Count]) + "]";
// }
info.key = "[" + keyindex + "]";
info.x = (x * 1.0f / texSize.x).ToString();
info.y = (y * 1.0f / texSize.y).ToString();
info.size = (EmojiSize * 1.0f / texSize.x).ToString ();
emojiDic.Add (key, info);
keyindex ++;
}
x += EmojiSize;
if (x >= texSize.x) {
x = 0;
y += EmojiSize;
}
}
}
byte[] bytes1 = newTex.EncodeToPNG ();
string outputfile1 = OutputPath + "emoji_tex.png";
File.WriteAllBytes (outputfile1, bytes1);
byte[] bytes2 = dataTex.EncodeToPNG ();
string outputfile2 = OutputPath + "emoji_data.png";
File.WriteAllBytes (outputfile2, bytes2);
using (StreamWriter sw = new StreamWriter (OutputPath + "emoji.txt",false)) {
sw.WriteLine ("Name\tKey\tFrames\tX\tY\tSize");
foreach (string key in emojiDic.Keys) {
sw.WriteLine ("{" + key + "}\t" + emojiDic[key].key + "\t" + sourceDic[key] + "\t" + emojiDic[key].x + "\t" + emojiDic[key].y + "\t" + emojiDic[key].size);
}
sw.Close ();
}
File.Copy (OutputPath + "emoji.txt",CopyTargetPath,true);
AssetDatabase.Refresh ();
FormatTexture ();
EditorUtility.DisplayDialog ("生成成功", "生成表情图集成功!", "确定");
}
private static Vector2 ComputeAtlasSize(int count)
{
long total = count * EmojiSize * EmojiSize;
for (int i = 0; i < AtlasSize.Length; i++) {
if (total <= AtlasSize [i].x * AtlasSize [i].y) {
return AtlasSize [i];
}
}
return Vector2.zero;
}
private static void FormatTexture() {
TextureImporter emojiTex = AssetImporter.GetAtPath (OutputPath + "emoji_tex.png") as TextureImporter;
emojiTex.filterMode = FilterMode.Point;
emojiTex.mipmapEnabled = false;
emojiTex.sRGBTexture = true;
emojiTex.alphaSource = TextureImporterAlphaSource.FromInput;
emojiTex.textureCompression = TextureImporterCompression.Uncompressed;
emojiTex.SaveAndReimport ();
TextureImporter emojiData = AssetImporter.GetAtPath (OutputPath + "emoji_data.png") as TextureImporter;
emojiData.filterMode = FilterMode.Point;
emojiData.mipmapEnabled = false;
emojiData.sRGBTexture = false;
emojiData.alphaSource = TextureImporterAlphaSource.None;
emojiData.textureCompression = TextureImporterCompression.Uncompressed;
emojiData.SaveAndReimport ();
}
}
生成成功后可以在"表情图集生成路径"中看到有三个文件。
其中emoji文本文件记录了,当前生成的图集中每个表情的数据信息。
该文件会在生成的时候拷贝到Resources目录,该地址可以通过脚本中CopyTargetPath属性值进行指定。
4、创建/修改目标材质球
原工程默认会自带一个材质球"UGUIEmoji",目标位于材质球"Material"文件夹中,如果灭有可以手动创建。右键Shader文件夹中的"UI-EmojiFont"文件可以直接创建目标材质球。也可以创建出来材质球后手动指定材质球的Shader。
将生成好的emoji_data和emoji_tex分别拖放到材质球对应的属性中。
因为生成的图集"emoji_tex"的每一行是4个表情,所以设置Emoji count of every line为4,FrameSpeed是每秒播放序列帧数量,可根据实际情况调整。
5、测试
创建一个空对象,挂载"EmojiText"脚本组件,在输入文本内容"[0]你好[1]",给组件添加改好的材质球,即可看到效果。
修复换行问题
修复前:
修复后:
问题修复需要改动"EmojiText"脚本。修复工程源码来源:https://github.com/ry02/EmojiText
修复代码:
cs
// Textは自動改行が入ると、改行コードの位置にもvertsの中に頂点情報が追加されるが、
// 自動改行が入らないと、改行コードのための頂点情報は無いので、Indexを調整する
if (emojiDic.Count > 0)
{
MatchCollection newLines = Regex.Matches(emojiText, "\\n");
// TextのRect範囲外は行(lineCount)にならないので、全文字が表示されている(characterCount)かも確認する。
if (cachedTextGenerator.lineCount == newLines.Count + 1 && emojiText.Length < cachedTextGenerator.characterCount)
{
// 絵文字があり、自動改行が入っていないので、indexを改行コードの数だけ調整する
Dictionary<int, EmojiInfo> emojiDicReplace = new Dictionary<int, EmojiInfo>();
foreach (var ed in emojiDic)
{
int index = ed.Key;
int offset = 0;
foreach (Match nl in newLines)
{
if (nl.Index < index)
{
offset -= 1;
}
}
emojiDicReplace.Add(index + offset, ed.Value);
}
emojiDic = emojiDicReplace;
}
}
修复后的EmojiText源代码:
cs
using UnityEngine;
using UnityEngine.UI;
using System.Collections.Generic;
using System.Text.RegularExpressions;
public class EmojiText : Text
{
private const float ICON_SCALE_OF_DOUBLE_SYMBOLE = 0.7f;
public override float preferredWidth =>
cachedTextGeneratorForLayout.GetPreferredWidth(emojiText, GetGenerationSettings(rectTransform.rect.size)) /
pixelsPerUnit;
public override float preferredHeight =>
cachedTextGeneratorForLayout.GetPreferredHeight(emojiText, GetGenerationSettings(rectTransform.rect.size)) /
pixelsPerUnit;
private string emojiText => Regex.Replace(text, "\\[[a-z0-9A-Z]+\\]", "%%");
private static Dictionary<string, EmojiInfo> m_EmojiIndexDict = null;
struct EmojiInfo
{
public float x;
public float y;
public float size;
}
readonly UIVertex[] m_TempVerts = new UIVertex[4];
protected override void OnPopulateMesh(VertexHelper toFill)
{
if (font == null)
{
return;
}
if (m_EmojiIndexDict == null)
{
m_EmojiIndexDict = new Dictionary<string, EmojiInfo>();
//load emoji data, and you can overwrite this segment code base on your project.
TextAsset emojiContent = Resources.Load<TextAsset>("emoji");
string[] lines = emojiContent.text.Split('\n');
for (int i = 1; i < lines.Length; i++)
{
if (!string.IsNullOrEmpty(lines[i]))
{
string[] strs = lines[i].Split('\t');
EmojiInfo info;
info.x = float.Parse(strs[3]);
info.y = float.Parse(strs[4]);
info.size = float.Parse(strs[5]);
m_EmojiIndexDict.Add(strs[1], info);
}
}
}
Dictionary<int, EmojiInfo> emojiDic = new Dictionary<int, EmojiInfo>();
if (supportRichText)
{
int nParcedCount = 0;
//[1] [123] 替换成#的下标偏移量
int nOffset = 0;
MatchCollection matches = Regex.Matches(text, "\\[[a-z0-9A-Z]+\\]");
for (int i = 0; i < matches.Count; i++)
{
EmojiInfo info;
if (m_EmojiIndexDict.TryGetValue(matches[i].Value, out info))
{
emojiDic.Add(matches[i].Index - nOffset + nParcedCount, info);
nOffset += matches[i].Length - 1;
nParcedCount++;
}
}
}
// We don't care if we the font Texture changes while we are doing our Update.
// The end result of cachedTextGenerator will be valid for this instance.
// Otherwise we can get issues like Case 619238.
m_DisableFontTextureRebuiltCallback = true;
Vector2 extents = rectTransform.rect.size;
var settings = GetGenerationSettings(extents);
cachedTextGenerator.Populate(emojiText, settings);
Rect inputRect = rectTransform.rect;
// get the text alignment anchor point for the text in local space
Vector2 textAnchorPivot = GetTextAnchorPivot(alignment);
Vector2 refPoint = Vector2.zero;
refPoint.x = Mathf.Lerp(inputRect.xMin, inputRect.xMax, textAnchorPivot.x);
refPoint.y = Mathf.Lerp(inputRect.yMin, inputRect.yMax, textAnchorPivot.y);
// Apply the offset to the vertices
IList<UIVertex> verts = cachedTextGenerator.verts;
float unitsPerPixel = 1 / pixelsPerUnit;
int vertCount = verts.Count;
// We have no verts to process just return (case 1037923)
if (vertCount <= 0)
{
toFill.Clear();
return;
}
// Textは自動改行が入ると、改行コードの位置にもvertsの中に頂点情報が追加されるが、
// 自動改行が入らないと、改行コードのための頂点情報は無いので、Indexを調整する
if (emojiDic.Count > 0)
{
MatchCollection newLines = Regex.Matches(emojiText, "\\n");
// TextのRect範囲外は行(lineCount)にならないので、全文字が表示されている(characterCount)かも確認する。
if (cachedTextGenerator.lineCount == newLines.Count + 1 && emojiText.Length < cachedTextGenerator.characterCount)
{
// 絵文字があり、自動改行が入っていないので、indexを改行コードの数だけ調整する
Dictionary<int, EmojiInfo> emojiDicReplace = new Dictionary<int, EmojiInfo>();
foreach (var ed in emojiDic)
{
int index = ed.Key;
int offset = 0;
foreach (Match nl in newLines)
{
if (nl.Index < index)
{
offset -= 1;
}
}
emojiDicReplace.Add(index + offset, ed.Value);
}
emojiDic = emojiDicReplace;
}
}
Vector2 roundingOffset = new Vector2(verts[0].position.x, verts[0].position.y) * unitsPerPixel;
roundingOffset = PixelAdjustPoint(roundingOffset) - roundingOffset;
toFill.Clear();
if (roundingOffset != Vector2.zero)
{
for (int i = 0; i < vertCount; ++i)
{
int tempVertsIndex = i & 3;
m_TempVerts[tempVertsIndex] = verts[i];
m_TempVerts[tempVertsIndex].position *= unitsPerPixel;
m_TempVerts[tempVertsIndex].position.x += roundingOffset.x;
m_TempVerts[tempVertsIndex].position.y += roundingOffset.y;
if (tempVertsIndex == 3)
{
toFill.AddUIVertexQuad(m_TempVerts);
}
}
}
else
{
for (int i = 0; i < vertCount; ++i)
{
EmojiInfo info;
int index = i / 4;
if (emojiDic.TryGetValue(index, out info))
{
//compute the distance of '[' and get the distance of emoji
//计算2个%%的距离
float emojiSize = 2 * (verts[i + 1].position.x - verts[i].position.x) *
ICON_SCALE_OF_DOUBLE_SYMBOLE;
float fCharHeight = verts[i + 1].position.y - verts[i + 2].position.y;
float fCharWidth = verts[i + 1].position.x - verts[i].position.x;
float fHeightOffsetHalf = (emojiSize - fCharHeight) * 0.5f;
float fStartOffset = emojiSize * (1 - ICON_SCALE_OF_DOUBLE_SYMBOLE);
m_TempVerts[3] = verts[i]; //1
m_TempVerts[2] = verts[i + 1]; //2
m_TempVerts[1] = verts[i + 2]; //3
m_TempVerts[0] = verts[i + 3]; //4
m_TempVerts[0].position += new Vector3(fStartOffset, -fHeightOffsetHalf, 0);
m_TempVerts[1].position +=
new Vector3(fStartOffset - fCharWidth + emojiSize, -fHeightOffsetHalf, 0);
m_TempVerts[2].position += new Vector3(fStartOffset - fCharWidth + emojiSize, fHeightOffsetHalf, 0);
m_TempVerts[3].position += new Vector3(fStartOffset, fHeightOffsetHalf, 0);
m_TempVerts[0].position *= unitsPerPixel;
m_TempVerts[1].position *= unitsPerPixel;
m_TempVerts[2].position *= unitsPerPixel;
m_TempVerts[3].position *= unitsPerPixel;
float pixelOffset = emojiDic[index].size / 32 / 2;
m_TempVerts[0].uv1 = new Vector2(emojiDic[index].x + pixelOffset, emojiDic[index].y + pixelOffset);
m_TempVerts[1].uv1 = new Vector2(emojiDic[index].x - pixelOffset + emojiDic[index].size,
emojiDic[index].y + pixelOffset);
m_TempVerts[2].uv1 = new Vector2(emojiDic[index].x - pixelOffset + emojiDic[index].size,
emojiDic[index].y - pixelOffset + emojiDic[index].size);
m_TempVerts[3].uv1 = new Vector2(emojiDic[index].x + pixelOffset,
emojiDic[index].y - pixelOffset + emojiDic[index].size);
toFill.AddUIVertexQuad(m_TempVerts);
i += 4 * 2 - 1;
}
else
{
int tempVertsIndex = i & 3;
m_TempVerts[tempVertsIndex] = verts[i];
m_TempVerts[tempVertsIndex].position *= unitsPerPixel;
if (tempVertsIndex == 3)
{
toFill.AddUIVertexQuad(m_TempVerts);
}
}
}
}
m_DisableFontTextureRebuiltCallback = false;
}
}
组件扩展
1、右键扩展
在使用中为了方便的创建对象,如同创建Text时的右键菜单,这时候我们可以扩展一下脚本。
新建一个脚本 "EmojiMenu",添加如下代码:
cs
private static Transform FindParent()
{
// 获取当前选择的对象,并检索是否符合条件
var transform = Selection.activeTransform;
if (transform == null)
{
var canvas = FindObjectOfType<Canvas>();
if (canvas)
{
return canvas.transform;
}
}
else if (transform.GetComponentInParent<Canvas>())
{
return transform;
}
// 创建一个Canvas对象
var gameObject = new GameObject("UICanvas");
if (transform != null)
{
gameObject.transform.SetParent(transform);
}
gameObject.AddComponent<Canvas>();
gameObject.AddComponent<CanvasScaler>();
gameObject.AddComponent<GraphicRaycaster>();
return gameObject.transform;
}
[MenuItem("GameObject/UI/Emoji Text")]
public static void AddEmojiText(MenuCommand menuCommand)
{
var child = new GameObject("Emoji Text", typeof(EmojiText));
RectTransform rectTransform = child.GetComponent<RectTransform>();
rectTransform.SetParent(FindParent());
rectTransform.sizeDelta = new Vector2(160, 30);
rectTransform.localPosition = Vector3.zero;
rectTransform.localRotation = Quaternion.identity;
rectTransform.localScale = Vector3.one;
}
2、组件归类:
在"EmojiText"类前面添加即可实现,展开组件菜单的UI项,可以找到当前类型。
cs
[AddComponentMenu("UI/EmojiText", 100)]
注意事项
1、存在换行时或者一条字符串中有多个表情时,添加空格会导致文本错乱!!!
2、在使用EmojiText组件时,父节点中如果存在Canvas,请注意Canvas的Additional Shader Channels 属性是否选择了TexCoord1,如果没有选择请勾选该选项,否则会导致图文混排显示异常。