unity Font size and style overrides are only supported for dynamic fonts.
程序员文章站
2024-02-16 23:18:28
...
跑游戏大量出现错误:
Font size and style overrides are only supported for dynamic fonts.
UnityEngine.Canvas:SendWillRenderCanvases()
unity跑游戏,不断弹出这个。
查出原因:
MSYH字体只有Normal没有Bold字体,导致不断提示这个错误,改回Normal字体就可以了。
解决方法:由于游戏UI预设很多,写了一个脚本SetFontStyleTools.cs脚本自动改预设。
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine.UI;
public class SetFontStyleTools {
private const string FindFontName = "MSYH";
[MenuItem("Assets/SetFontStyleTools")]
/// <summary>
/// 设置所以预设Text组件FontStyle设置为Normal
/// </summary>
static void SetALLUIFontStyleTools() {
//测试一个
//List<GameObject> prefabList = new List<GameObject>(Selection.gameObjects);//GetAllUIPrefab();
List<GameObject> prefabList = GetAllUIPrefab();
int prefabCount = prefabList.Count;
Debug.Log("prefabCount = " + prefabCount);
List<Text> allTexts = new List<Text>();
for (int i = prefabCount - 1; i >= 0; i--) {
List<Text> onePrefabImageList = GetPrefabAllImages(prefabList[i]);
Debug.Log("Prefab name = " + prefabList[i].name + ", imageCount: " + onePrefabImageList.Count);
allTexts.AddRange(onePrefabImageList);
}
Debug.Log("Text count: " + allTexts.Count);
SetFontStyle(allTexts);
for (int i = prefabCount - 1; i >= 0; i--) {
EditorUtility.SetDirty(prefabList[i]);
}
AssetDatabase.SaveAssets();
}
static List<Text> GetPrefabAllImages(GameObject obj) {
List<Text> fitText = new List<Text>();
Text[] texts = obj.GetComponentsInChildren<Text>(true);
if (texts == null) return fitText;
int childCount = texts.Length;
for (int i = 0; i < childCount; i++) {
if (texts[i] != null && texts[i].font != null && texts[i].font.name == FindFontName) {
fitText.Add(texts[i]);
}
}
return fitText;
}
/// <summary>
/// 设置字体格式
/// </summary>
/// <param name="allTexts"></param>
static void SetFontStyle(List<Text> allTexts) {
int childCount = allTexts.Count;
for (int i = 0; i < childCount; i++) {
allTexts[i].fontStyle = FontStyle.Normal;
}
}
/// <summary>
/// 获取所有的
/// </summary>
/// <returns></returns>
static List<GameObject> GetAllUIPrefab() {
Object[] allObjs = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);
List<Object> allObjsList = new List<Object>(allObjs);
List<GameObject> prefabList = new List<GameObject>();
int count = allObjsList.Count;
for (int i = count - 1; i >= 0; i--) {
if (CheckObjectIsUIPrefab(allObjsList[i])) {
prefabList.Add((GameObject)allObjsList[i]);
}
}
return prefabList;
}
/// <summary>
/// 判断是否为UI预制体
/// </summary>
/// <param name="obj"></param>
/// <returns></returns>
static bool CheckObjectIsUIPrefab(Object obj) {
if (obj.GetType() != typeof(GameObject)) {
return false;
}
GameObject item = (GameObject)obj;
if (item != null && item.layer != LayerMask.NameToLayer("UI")) {
// Debug.Log(obj.name + " is not ui prefab!");
return false;
}
return true;
}
}
知识扩展:gameObject.GetComponentsInChildren<T>(bool)
这个bool值在获取隐藏的物体时候必须传递参数为true,否则无法获取隐藏的组件。
上一篇: Vue 添加第三方图标(阿里矢量图)
下一篇: 多字体文件合并处理