unity bug1_Font size and style overrides are only supported for dynamic fonts.

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。

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转载自blog.csdn.net/xj1009420846/article/details/80582142