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feat/depla
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2
.gitignore
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2
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using UnityEngine;
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|
||||
public class SlowdownArea : MonoBehaviour
|
||||
{
|
||||
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: dbfa6ebdeb68bf2f6a5c4d25311b5811
|
||||
72
Assets/Code/Scripts/Interaction/PlayerBoxController.cs
Normal file
72
Assets/Code/Scripts/Interaction/PlayerBoxController.cs
Normal file
@@ -0,0 +1,72 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class BoxPickup : MonoBehaviour
|
||||
{
|
||||
public Transform PlayerTransform;
|
||||
public Transform CameraTransform;
|
||||
public Transform HandTransform;
|
||||
public float ThrowForce = 10f;
|
||||
public float PickupDistance = 5f;
|
||||
|
||||
private bool isHeld;
|
||||
private Rigidbody m_rigidbody;
|
||||
private PlayerInputController input;
|
||||
|
||||
void Start()
|
||||
{
|
||||
m_rigidbody = GetComponent<Rigidbody>();
|
||||
input = PlayerTransform.GetComponent<PlayerInputController>();
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (input.InteractPressed)
|
||||
{
|
||||
if (!isHeld)
|
||||
TryPickup();
|
||||
else
|
||||
Drop();
|
||||
}
|
||||
|
||||
if (input.ThrowPressed)
|
||||
Throw();
|
||||
}
|
||||
|
||||
private void TryPickup()
|
||||
{
|
||||
Collider[] hits = Physics.OverlapSphere(PlayerTransform.position, PickupDistance);
|
||||
|
||||
foreach (Collider hit in hits)
|
||||
{
|
||||
if (hit.transform == transform) {
|
||||
Pickup();
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void Pickup()
|
||||
{
|
||||
isHeld = true;
|
||||
m_rigidbody.isKinematic = true;
|
||||
transform.SetParent(HandTransform);
|
||||
transform.localPosition = Vector3.zero;
|
||||
transform.localRotation = Quaternion.identity;
|
||||
}
|
||||
|
||||
private void Drop()
|
||||
{
|
||||
isHeld = false;
|
||||
transform.SetParent(null);
|
||||
m_rigidbody.isKinematic = false;
|
||||
}
|
||||
|
||||
private void Throw()
|
||||
{
|
||||
if (!isHeld)
|
||||
return;
|
||||
|
||||
Drop();
|
||||
m_rigidbody.AddForce(PlayerTransform.forward * ThrowForce, ForceMode.Impulse);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a36af2e55a3732eb2abc110ae2365702
|
||||
@@ -32,6 +32,8 @@ public class WallInteractButton : MonoBehaviour
|
||||
private Vector3 m_buttonPressedPos;
|
||||
private bool m_isVisuallyPressed;
|
||||
|
||||
public PlayerHeadController headController;
|
||||
|
||||
private void Reset()
|
||||
{
|
||||
Collider col = GetComponent<Collider>();
|
||||
@@ -49,7 +51,7 @@ public class WallInteractButton : MonoBehaviour
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (m_playerInRange && Keyboard.current != null && Keyboard.current[interactKey].wasPressedThisFrame)
|
||||
if (!headController.isHoldingHead && m_playerInRange && Keyboard.current != null && Keyboard.current[interactKey].wasPressedThisFrame)
|
||||
{
|
||||
TryInteract();
|
||||
}
|
||||
|
||||
@@ -25,7 +25,7 @@
|
||||
"initialStateCheck": true
|
||||
},
|
||||
{
|
||||
"name": "Pickup",
|
||||
"name": "HeadInteract",
|
||||
"type": "Button",
|
||||
"id": "5a0c555a-8fc4-4188-9eed-401eb8f017b5",
|
||||
"expectedControlType": "",
|
||||
@@ -504,7 +504,7 @@
|
||||
{
|
||||
"name": "",
|
||||
"id": "05a519b8-f991-4f43-a438-fbe3db38625b",
|
||||
"path": "<Mouse>/rightButton",
|
||||
"path": "<Mouse>/leftButton",
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": ";Keyboard&Mouse",
|
||||
@@ -519,7 +519,7 @@
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": ";Keyboard&Mouse",
|
||||
"action": "Pickup",
|
||||
"action": "HeadInteract",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": false
|
||||
},
|
||||
|
||||
@@ -2,16 +2,25 @@ using UnityEngine;
|
||||
|
||||
public class PlayerHeadController : MonoBehaviour
|
||||
{
|
||||
[Header("Head")]
|
||||
public Transform Head;
|
||||
public Transform CameraTransform;
|
||||
public Transform BodyTransform;
|
||||
public float ThrowForce;
|
||||
public float PickupDistance;
|
||||
public bool isHoldingHead;
|
||||
|
||||
public float ThrowForce = 10f;
|
||||
public float PickupDistance = 3f;
|
||||
[Header("Grabbable")]
|
||||
public Transform HandTransform; // in the future hand maybe grab items but for now its an empty object
|
||||
public float ItemThrowForce = 10f;
|
||||
public float ItemPickupDistance = 5f;
|
||||
|
||||
public bool isHoldingHead = true;
|
||||
private bool isHoldingItem;
|
||||
private Rigidbody m_itemRigidbody;
|
||||
private Collider m_itemCollider;
|
||||
private Transform m_currentItem;
|
||||
|
||||
private Rigidbody m_headRigidbody;
|
||||
|
||||
private Vector3 m_headInitialLocalPos;
|
||||
private Quaternion m_headInitialLocalRot;
|
||||
|
||||
@@ -28,70 +37,119 @@ public class PlayerHeadController : MonoBehaviour
|
||||
{
|
||||
Cursor.lockState = CursorLockMode.Locked;
|
||||
|
||||
m_headInitialLocalPos = Head.localPosition;
|
||||
m_headInitialLocalRot = Head.localRotation;
|
||||
Vector3 offset = new Vector3(0f, -0.5f, 0.5f);
|
||||
m_headInitialLocalPos = BodyTransform.localPosition + offset;
|
||||
m_headInitialLocalRot = BodyTransform.localRotation;
|
||||
m_headRigidbody = Head.GetComponent<Rigidbody>();
|
||||
|
||||
Head.SetParent(null);
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (input.ThrowPressed)
|
||||
{
|
||||
if (input.HeadInteractionPressed)
|
||||
InteractHead();
|
||||
|
||||
if (input.ThrowPressed && isHoldingHead)
|
||||
ThrowHead();
|
||||
}
|
||||
|
||||
if (input.PickupPressed)
|
||||
if (input.InteractPressed)
|
||||
{
|
||||
TryPickupHead();
|
||||
if (!isHoldingItem)
|
||||
TryPickupItem();
|
||||
else
|
||||
DropItem();
|
||||
}
|
||||
if (input.ThrowPressed && isHoldingItem)
|
||||
ThrowItem();
|
||||
}
|
||||
|
||||
private void ThrowHead()
|
||||
private void InteractHead()
|
||||
{
|
||||
if (!isHoldingHead)
|
||||
return;
|
||||
|
||||
animator.SetTrigger("Throw");
|
||||
|
||||
isHoldingHead = false;
|
||||
|
||||
Head.SetParent(null);
|
||||
|
||||
m_headRigidbody = Head.gameObject.AddComponent<Rigidbody>();
|
||||
m_headRigidbody.mass = 1f;
|
||||
|
||||
m_headRigidbody.constraints =
|
||||
RigidbodyConstraints.FreezeRotationX |
|
||||
RigidbodyConstraints.FreezeRotationZ |
|
||||
RigidbodyConstraints.FreezeRotationY;
|
||||
|
||||
m_headRigidbody.AddForce(CameraTransform.forward * ThrowForce, ForceMode.Impulse);
|
||||
TryPickupHead();
|
||||
else
|
||||
DropHead();
|
||||
}
|
||||
|
||||
private void TryPickupHead()
|
||||
{
|
||||
if (isHoldingHead)
|
||||
if (isHoldingHead || isHoldingItem)
|
||||
return;
|
||||
|
||||
float distance = Vector3.Distance(transform.position, Head.position);
|
||||
|
||||
if (distance <= PickupDistance)
|
||||
{
|
||||
if (Vector3.Distance(transform.position, Head.position) <= PickupDistance)
|
||||
PickupHead();
|
||||
}
|
||||
}
|
||||
|
||||
private void PickupHead()
|
||||
{
|
||||
isHoldingHead = true;
|
||||
|
||||
if (m_headRigidbody != null)
|
||||
{
|
||||
Destroy(m_headRigidbody);
|
||||
}
|
||||
|
||||
Head.SetParent(transform);
|
||||
|
||||
Head.localPosition = m_headInitialLocalPos;
|
||||
Head.localRotation = m_headInitialLocalRot;
|
||||
}
|
||||
private void DropHead()
|
||||
{
|
||||
animator.SetTrigger("Throw");
|
||||
isHoldingHead = false;
|
||||
|
||||
Head.SetParent(null);
|
||||
|
||||
m_headRigidbody = Head.gameObject.AddComponent<Rigidbody>();
|
||||
m_headRigidbody.mass = 1f;
|
||||
m_headRigidbody.constraints =
|
||||
RigidbodyConstraints.FreezeRotationX |
|
||||
RigidbodyConstraints.FreezeRotationZ |
|
||||
RigidbodyConstraints.FreezeRotationY;
|
||||
}
|
||||
private void ThrowHead()
|
||||
{
|
||||
DropHead();
|
||||
m_headRigidbody.AddForce(CameraTransform.forward * ThrowForce, ForceMode.Impulse);
|
||||
}
|
||||
private void TryPickupItem()
|
||||
{
|
||||
if (isHoldingHead || isHoldingItem)
|
||||
return;
|
||||
int grabbableLayer = LayerMask.GetMask("Grabbable");
|
||||
Collider[] hits = Physics.OverlapSphere(transform.position, ItemPickupDistance, grabbableLayer);
|
||||
|
||||
foreach (Collider hit in hits)
|
||||
{
|
||||
m_currentItem = hit.transform;
|
||||
m_itemRigidbody = hit.GetComponent<Rigidbody>();
|
||||
m_itemCollider = hit.GetComponent<Collider>();
|
||||
PickupItem();
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
private void PickupItem()
|
||||
{
|
||||
isHoldingItem = true;
|
||||
m_itemRigidbody.isKinematic = true;
|
||||
m_itemCollider.enabled = false;
|
||||
|
||||
m_currentItem.SetParent(HandTransform);
|
||||
m_currentItem.localPosition = Vector3.zero;
|
||||
m_currentItem.localRotation = Quaternion.identity;
|
||||
}
|
||||
|
||||
private void DropItem()
|
||||
{
|
||||
isHoldingItem = false;
|
||||
m_currentItem.SetParent(null);
|
||||
m_itemRigidbody.isKinematic = false;
|
||||
m_itemCollider.enabled = true;
|
||||
m_currentItem = null;
|
||||
}
|
||||
|
||||
private void ThrowItem()
|
||||
{
|
||||
DropItem();
|
||||
m_itemRigidbody.AddForce(BodyTransform.forward * ItemThrowForce, ForceMode.Impulse);
|
||||
}
|
||||
}
|
||||
@@ -1,17 +1,19 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
using UnityEngine.Windows;
|
||||
|
||||
public class PlayerInputController : MonoBehaviour
|
||||
{
|
||||
public InputActionAsset InputActions;
|
||||
public bool InputEnabled { get; private set; } = true;
|
||||
|
||||
private InputAction m_moveAction;
|
||||
private InputAction m_lookAction;
|
||||
private InputAction m_jumpAction;
|
||||
private InputAction m_throwAction;
|
||||
private InputAction m_pickupAction;
|
||||
private InputAction m_shiftAction;
|
||||
private InputAction m_interactAction;
|
||||
private InputAction m_headInteractAction;
|
||||
|
||||
|
||||
public Vector2 MoveAmount { get; private set; }
|
||||
public Vector2 LookAmount { get; private set; }
|
||||
@@ -19,7 +21,9 @@ public class PlayerInputController : MonoBehaviour
|
||||
public bool JumpPressed { get; private set; }
|
||||
public bool ShiftPressed { get; private set; }
|
||||
public bool ThrowPressed { get; private set; }
|
||||
public bool PickupPressed { get; private set; }
|
||||
public bool InteractPressed { get; private set; }
|
||||
public bool HeadInteractionPressed { get; private set; }
|
||||
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
@@ -30,7 +34,9 @@ public class PlayerInputController : MonoBehaviour
|
||||
m_jumpAction = map.FindAction("Jump");
|
||||
m_shiftAction = map.FindAction("Shift");
|
||||
m_throwAction = map.FindAction("Throw");
|
||||
m_pickupAction = map.FindAction("Pickup");
|
||||
m_interactAction = map.FindAction("Interact");
|
||||
m_headInteractAction = map.FindAction("HeadInteract");
|
||||
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
@@ -45,12 +51,30 @@ public class PlayerInputController : MonoBehaviour
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (!InputEnabled)
|
||||
{
|
||||
MoveAmount = Vector2.zero;
|
||||
LookAmount = Vector2.zero;
|
||||
ShiftPressed = false;
|
||||
JumpPressed = false;
|
||||
ThrowPressed = false;
|
||||
InteractPressed = false;
|
||||
HeadInteractionPressed = false;
|
||||
return;
|
||||
}
|
||||
|
||||
MoveAmount = m_moveAction.ReadValue<Vector2>();
|
||||
LookAmount = m_lookAction.ReadValue<Vector2>();
|
||||
|
||||
ShiftPressed = m_shiftAction.IsPressed();
|
||||
JumpPressed = m_jumpAction.WasPressedThisFrame();
|
||||
ThrowPressed = m_throwAction.WasPressedThisFrame();
|
||||
PickupPressed = m_pickupAction.WasPressedThisFrame();
|
||||
InteractPressed = m_interactAction.WasPressedThisFrame();
|
||||
HeadInteractionPressed = m_headInteractAction.WasPressedThisFrame();
|
||||
}
|
||||
|
||||
public void SetInputEnabled(bool enabled)
|
||||
{
|
||||
InputEnabled = enabled;
|
||||
}
|
||||
}
|
||||
264
Assets/Code/Scripts/Player/RobotBootSequence.cs
Normal file
264
Assets/Code/Scripts/Player/RobotBootSequence.cs
Normal file
@@ -0,0 +1,264 @@
|
||||
using System.Collections;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class RobotBootSequence : MonoBehaviour
|
||||
{
|
||||
[Header("References")]
|
||||
public PlayerInputController InputController;
|
||||
public Transform CameraTransform;
|
||||
|
||||
[Header("Timing")]
|
||||
public bool PlayOnStart = true;
|
||||
[Min(0.1f)] public float BootDuration = 2.4f;
|
||||
[Min(0.1f)] public float CharacterPerSecond = 40f;
|
||||
[Min(0f)] public float LinePause = 0.35f;
|
||||
[Min(0f)] public float DelayBeforeReveal = 0.4f;
|
||||
|
||||
[Header("Motion")]
|
||||
public Vector2 StartYawPitch = new Vector2(-30f, -20f);
|
||||
public float RollWobble = 2.5f;
|
||||
public float WobbleFrequency = 16f;
|
||||
public AnimationCurve EaseCurve = AnimationCurve.EaseInOut(0f, 0f, 1f, 1f);
|
||||
|
||||
[Header("Boot Text")]
|
||||
public Color BootTextColor = new Color(0.62f, 1f, 0.7f, 1f);
|
||||
public string[] BootLines =
|
||||
{
|
||||
"UNIT SB-3954 | preparing startup . . .",
|
||||
"verification of OS-5 . . . 4 . . . 3 . . . 2 . . . 1",
|
||||
"system integrity: OK",
|
||||
"motor bus: OK",
|
||||
"vision pipeline: ONLINE",
|
||||
"SYSTEM OK"
|
||||
};
|
||||
|
||||
[Header("Optional Audio")]
|
||||
public AudioSource BootAudioSource;
|
||||
|
||||
private bool m_IsPlaying;
|
||||
|
||||
private struct BootUI
|
||||
{
|
||||
public Canvas Canvas;
|
||||
public RectTransform LeftPanel;
|
||||
public RectTransform RightPanel;
|
||||
public TextMeshProUGUI Text;
|
||||
}
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (InputController == null)
|
||||
{
|
||||
InputController = GetComponent<PlayerInputController>();
|
||||
}
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
if (PlayOnStart)
|
||||
{
|
||||
StartCoroutine(PlayBootSequence());
|
||||
}
|
||||
}
|
||||
|
||||
[ContextMenu("Play Boot Sequence")]
|
||||
public void PlayBootSequenceFromMenu()
|
||||
{
|
||||
if (!Application.isPlaying || m_IsPlaying)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
StartCoroutine(PlayBootSequence());
|
||||
}
|
||||
|
||||
public IEnumerator PlayBootSequence()
|
||||
{
|
||||
if (m_IsPlaying)
|
||||
{
|
||||
yield break;
|
||||
}
|
||||
|
||||
m_IsPlaying = true;
|
||||
|
||||
if (InputController != null)
|
||||
{
|
||||
InputController.SetInputEnabled(false);
|
||||
}
|
||||
|
||||
if (BootAudioSource != null)
|
||||
{
|
||||
BootAudioSource.Play();
|
||||
}
|
||||
|
||||
if (CameraTransform == null)
|
||||
{
|
||||
m_IsPlaying = false;
|
||||
if (InputController != null)
|
||||
{
|
||||
InputController.SetInputEnabled(true);
|
||||
}
|
||||
yield break;
|
||||
}
|
||||
|
||||
Quaternion gameplayRotation = CameraTransform.localRotation;
|
||||
Quaternion fromRotation = Quaternion.Euler(StartYawPitch.y, StartYawPitch.x, 0f) * gameplayRotation;
|
||||
CameraTransform.localRotation = fromRotation;
|
||||
|
||||
BootUI bootUI = CreateBootUI();
|
||||
|
||||
yield return StartCoroutine(PlayBootText(bootUI.Text));
|
||||
|
||||
if (DelayBeforeReveal > 0f)
|
||||
{
|
||||
yield return new WaitForSeconds(DelayBeforeReveal);
|
||||
}
|
||||
|
||||
float elapsed = 0f;
|
||||
while (elapsed < BootDuration)
|
||||
{
|
||||
elapsed += Time.deltaTime;
|
||||
float t = Mathf.Clamp01(elapsed / BootDuration);
|
||||
float eased = EaseCurve.Evaluate(t);
|
||||
|
||||
float wobbleFade = 1f - eased;
|
||||
float roll = Mathf.Sin(Time.time * WobbleFrequency) * RollWobble * wobbleFade;
|
||||
Quaternion wobbleRotation = Quaternion.Euler(0f, 0f, roll);
|
||||
|
||||
CameraTransform.localRotation = Quaternion.Slerp(fromRotation, gameplayRotation, eased) * wobbleRotation;
|
||||
|
||||
RectTransform rootRect = bootUI.Canvas.GetComponent<RectTransform>();
|
||||
float halfWidth = rootRect.rect.width * 0.5f;
|
||||
float leftTarget = -(halfWidth + 24f);
|
||||
float rightTarget = halfWidth + 24f;
|
||||
bootUI.LeftPanel.anchoredPosition = new Vector2(Mathf.Lerp(0f, leftTarget, eased), 0f);
|
||||
bootUI.RightPanel.anchoredPosition = new Vector2(Mathf.Lerp(0f, rightTarget, eased), 0f);
|
||||
|
||||
Color textColor = bootUI.Text.color;
|
||||
textColor.a = 1f - eased;
|
||||
bootUI.Text.color = textColor;
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
CameraTransform.localRotation = gameplayRotation;
|
||||
|
||||
if (bootUI.Canvas != null)
|
||||
{
|
||||
Destroy(bootUI.Canvas.gameObject);
|
||||
}
|
||||
|
||||
if (InputController != null)
|
||||
{
|
||||
InputController.SetInputEnabled(true);
|
||||
}
|
||||
|
||||
m_IsPlaying = false;
|
||||
}
|
||||
|
||||
private IEnumerator PlayBootText(TextMeshProUGUI label)
|
||||
{
|
||||
if (label == null || BootLines == null || BootLines.Length == 0)
|
||||
{
|
||||
yield break;
|
||||
}
|
||||
|
||||
label.text = string.Empty;
|
||||
float charDelay = CharacterPerSecond <= 0f ? 0f : 1f / CharacterPerSecond;
|
||||
|
||||
for (int i = 0; i < BootLines.Length; i++)
|
||||
{
|
||||
string line = BootLines[i];
|
||||
for (int c = 0; c < line.Length; c++)
|
||||
{
|
||||
label.text += line[c];
|
||||
if (charDelay > 0f)
|
||||
{
|
||||
yield return new WaitForSeconds(charDelay);
|
||||
}
|
||||
}
|
||||
|
||||
if (i < BootLines.Length - 1)
|
||||
{
|
||||
label.text += "\n";
|
||||
}
|
||||
|
||||
if (LinePause > 0f)
|
||||
{
|
||||
yield return new WaitForSeconds(LinePause);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private BootUI CreateBootUI()
|
||||
{
|
||||
BootUI ui = new BootUI();
|
||||
|
||||
GameObject canvasGO = new GameObject("RobotBootCanvas", typeof(Canvas), typeof(CanvasScaler), typeof(GraphicRaycaster));
|
||||
Canvas canvas = canvasGO.GetComponent<Canvas>();
|
||||
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
|
||||
canvas.sortingOrder = 5000;
|
||||
|
||||
CanvasScaler scaler = canvasGO.GetComponent<CanvasScaler>();
|
||||
scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
|
||||
scaler.referenceResolution = new Vector2(1920f, 1080f);
|
||||
scaler.matchWidthOrHeight = 0.5f;
|
||||
|
||||
RectTransform root = canvasGO.GetComponent<RectTransform>();
|
||||
root.anchorMin = Vector2.zero;
|
||||
root.anchorMax = Vector2.one;
|
||||
root.offsetMin = Vector2.zero;
|
||||
root.offsetMax = Vector2.zero;
|
||||
|
||||
RectTransform leftPanel = CreatePanel("LeftPanel", root, true);
|
||||
RectTransform rightPanel = CreatePanel("RightPanel", root, false);
|
||||
TextMeshProUGUI label = CreateBootLabel(root);
|
||||
|
||||
ui.Canvas = canvas;
|
||||
ui.LeftPanel = leftPanel;
|
||||
ui.RightPanel = rightPanel;
|
||||
ui.Text = label;
|
||||
|
||||
return ui;
|
||||
}
|
||||
|
||||
private RectTransform CreatePanel(string panelName, RectTransform parent, bool isLeft)
|
||||
{
|
||||
GameObject panelGO = new GameObject(panelName, typeof(RectTransform), typeof(Image));
|
||||
RectTransform rect = panelGO.GetComponent<RectTransform>();
|
||||
rect.SetParent(parent, false);
|
||||
rect.anchorMin = isLeft ? new Vector2(0f, 0f) : new Vector2(0.5f, 0f);
|
||||
rect.anchorMax = isLeft ? new Vector2(0.5f, 1f) : new Vector2(1f, 1f);
|
||||
rect.pivot = new Vector2(0.5f, 0.5f);
|
||||
rect.offsetMin = Vector2.zero;
|
||||
rect.offsetMax = Vector2.zero;
|
||||
rect.anchoredPosition = Vector2.zero;
|
||||
|
||||
Image image = panelGO.GetComponent<Image>();
|
||||
image.color = Color.black;
|
||||
|
||||
return rect;
|
||||
}
|
||||
|
||||
private TextMeshProUGUI CreateBootLabel(RectTransform parent)
|
||||
{
|
||||
GameObject textGO = new GameObject("BootText", typeof(RectTransform), typeof(TextMeshProUGUI));
|
||||
RectTransform rect = textGO.GetComponent<RectTransform>();
|
||||
rect.SetParent(parent, false);
|
||||
rect.anchorMin = new Vector2(0.13f, 0.5f);
|
||||
rect.anchorMax = new Vector2(0.13f, 0.5f);
|
||||
rect.pivot = new Vector2(0f, 0.5f);
|
||||
rect.sizeDelta = new Vector2(980f, 380f);
|
||||
|
||||
TextMeshProUGUI text = textGO.GetComponent<TextMeshProUGUI>();
|
||||
text.text = string.Empty;
|
||||
text.fontSize = 40f;
|
||||
text.alignment = TextAlignmentOptions.Left;
|
||||
text.color = BootTextColor;
|
||||
text.textWrappingMode = TextWrappingModes.Normal;
|
||||
|
||||
return text;
|
||||
}
|
||||
}
|
||||
11
Assets/Code/Scripts/Player/RobotBootSequence.cs.meta
Normal file
11
Assets/Code/Scripts/Player/RobotBootSequence.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6ef6855cd57b4f94b47f410d47e89ff1
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
8
Assets/Code/Scripts/Rendering.meta
Normal file
8
Assets/Code/Scripts/Rendering.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 97a4ae8015df4732ac9524441048a765
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
123
Assets/Code/Scripts/Rendering/CRTRendererFeature.cs
Normal file
123
Assets/Code/Scripts/Rendering/CRTRendererFeature.cs
Normal file
@@ -0,0 +1,123 @@
|
||||
// using UnityEngine;
|
||||
// using UnityEngine.Rendering;
|
||||
// using UnityEngine.Rendering.RenderGraphModule;
|
||||
// using UnityEngine.Rendering.RenderGraphModule.Util;
|
||||
// using UnityEngine.Rendering.Universal;
|
||||
|
||||
// public class CRTRendererFeature : ScriptableRendererFeature
|
||||
// {
|
||||
// [System.Serializable]
|
||||
// public class CRTSettings
|
||||
// {
|
||||
// public bool EffectEnabled = true;
|
||||
// public RenderPassEvent PassEvent = RenderPassEvent.AfterRenderingPostProcessing;
|
||||
// public Shader CRTShader;
|
||||
|
||||
// [Range(0f, 1f)] public float Intensity = 0.65f;
|
||||
// [Range(0f, 2f)] public float ScanlineDensity = 1.2f;
|
||||
// [Range(0f, 1f)] public float ScanlineStrength = 0.18f;
|
||||
// [Range(0f, 0.2f)] public float Curvature = 0.04f;
|
||||
// [Range(0f, 1f)] public float VignetteStrength = 0.28f;
|
||||
// [Range(0f, 0.05f)] public float ChromaticAberration = 0.004f;
|
||||
// [Range(0f, 0.2f)] public float NoiseStrength = 0.03f;
|
||||
// [Range(0f, 0.1f)] public float FlickerStrength = 0.015f;
|
||||
// }
|
||||
|
||||
// class CRTPass : ScriptableRenderPass
|
||||
// {
|
||||
// private Material m_Material;
|
||||
// private CRTSettings m_Settings;
|
||||
|
||||
// public void Setup(Material material, CRTSettings settings)
|
||||
// {
|
||||
// m_Material = material;
|
||||
// m_Settings = settings;
|
||||
// renderPassEvent = settings.PassEvent;
|
||||
// requiresIntermediateTexture = true;
|
||||
// }
|
||||
|
||||
// public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
|
||||
// {
|
||||
// if (m_Material == null || m_Settings == null || !m_Settings.EffectEnabled)
|
||||
// {
|
||||
// return;
|
||||
// }
|
||||
|
||||
// UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
|
||||
// if (resourceData.isActiveTargetBackBuffer)
|
||||
// {
|
||||
// return;
|
||||
// }
|
||||
|
||||
// m_Material.SetFloat("_Intensity", m_Settings.Intensity);
|
||||
// m_Material.SetFloat("_ScanlineDensity", m_Settings.ScanlineDensity);
|
||||
// m_Material.SetFloat("_ScanlineStrength", m_Settings.ScanlineStrength);
|
||||
// m_Material.SetFloat("_Curvature", m_Settings.Curvature);
|
||||
// m_Material.SetFloat("_VignetteStrength", m_Settings.VignetteStrength);
|
||||
// m_Material.SetFloat("_ChromaticAberration", m_Settings.ChromaticAberration);
|
||||
// m_Material.SetFloat("_NoiseStrength", m_Settings.NoiseStrength);
|
||||
// m_Material.SetFloat("_FlickerStrength", m_Settings.FlickerStrength);
|
||||
|
||||
// TextureHandle source = resourceData.activeColorTexture;
|
||||
// TextureDesc destinationDesc = renderGraph.GetTextureDesc(source);
|
||||
// destinationDesc.name = "CameraColor-CRT";
|
||||
// destinationDesc.clearBuffer = false;
|
||||
|
||||
// TextureHandle destination = renderGraph.CreateTexture(destinationDesc);
|
||||
// RenderGraphUtils.BlitMaterialParameters blitParams = new(source, destination, m_Material, 0);
|
||||
// renderGraph.AddBlitPass(blitParams, "CRT Effect");
|
||||
|
||||
// resourceData.cameraColor = destination;
|
||||
// }
|
||||
|
||||
// public void Dispose()
|
||||
// {
|
||||
// // RenderGraph path does not allocate persistent RTHandles in this pass.
|
||||
// }
|
||||
// }
|
||||
|
||||
// public CRTSettings Settings = new();
|
||||
|
||||
// private CRTPass m_Pass;
|
||||
// private Material m_Material;
|
||||
|
||||
// public override void Create()
|
||||
// {
|
||||
// if (Settings.CRTShader == null)
|
||||
// {
|
||||
// Settings.CRTShader = Shader.Find("Hidden/HeadlessHazard/CRT");
|
||||
// }
|
||||
|
||||
// if (Settings.CRTShader != null)
|
||||
// {
|
||||
// m_Material = CoreUtils.CreateEngineMaterial(Settings.CRTShader);
|
||||
// }
|
||||
|
||||
// m_Pass ??= new CRTPass();
|
||||
// }
|
||||
|
||||
// public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
|
||||
// {
|
||||
// if (m_Material == null || !Settings.EffectEnabled)
|
||||
// {
|
||||
// return;
|
||||
// }
|
||||
|
||||
// if (renderingData.cameraData.cameraType != CameraType.Game)
|
||||
// {
|
||||
// return;
|
||||
// }
|
||||
|
||||
// m_Pass.Setup(m_Material, Settings);
|
||||
// renderer.EnqueuePass(m_Pass);
|
||||
// }
|
||||
|
||||
// protected override void Dispose(bool disposing)
|
||||
// {
|
||||
// m_Pass?.Dispose();
|
||||
// m_Pass = null;
|
||||
|
||||
// CoreUtils.Destroy(m_Material);
|
||||
// m_Material = null;
|
||||
// }
|
||||
// }
|
||||
11
Assets/Code/Scripts/Rendering/CRTRendererFeature.cs.meta
Normal file
11
Assets/Code/Scripts/Rendering/CRTRendererFeature.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4f2de7a6cfbd47c8bc740d43bb991205
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
8
Assets/Code/Scripts/UI.meta
Normal file
8
Assets/Code/Scripts/UI.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e88664529cd503644b2b92f055895969
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
379
Assets/Code/Scripts/UI/MainMenuUI.cs
Normal file
379
Assets/Code/Scripts/UI/MainMenuUI.cs
Normal file
@@ -0,0 +1,379 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
using UnityEngine.UI;
|
||||
using TMPro;
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
using UnityEngine.InputSystem.UI;
|
||||
#endif
|
||||
|
||||
public class RetroMainMenuUI : MonoBehaviour
|
||||
{
|
||||
private Canvas m_MenuCanvas;
|
||||
private bool m_MenuActive;
|
||||
|
||||
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
|
||||
private static void Bootstrap()
|
||||
{
|
||||
if (Object.FindFirstObjectByType<RetroMainMenuUI>() != null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
GameObject root = new("RetroMainMenuUI");
|
||||
root.AddComponent<RetroMainMenuUI>();
|
||||
}
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
m_MenuActive = true;
|
||||
Time.timeScale = 0f;
|
||||
ApplyMenuCursorState();
|
||||
|
||||
BuildMenu();
|
||||
EnsureEventSystem();
|
||||
|
||||
UnityEngine.SceneManagement.SceneManager.sceneLoaded += OnSceneLoaded;
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
UnityEngine.SceneManagement.SceneManager.sceneLoaded -= OnSceneLoaded;
|
||||
}
|
||||
|
||||
private void OnSceneLoaded(UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode mode)
|
||||
{
|
||||
// Check again when the scene finishes loading to remove any baked-in duplicate EventSystems
|
||||
EnsureEventSystem();
|
||||
}
|
||||
|
||||
private void LateUpdate()
|
||||
{
|
||||
if (!m_MenuActive)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Some gameplay scripts lock the cursor during Start/Update.
|
||||
// Force menu cursor state while the menu is active.
|
||||
ApplyMenuCursorState();
|
||||
}
|
||||
|
||||
private void BuildMenu()
|
||||
{
|
||||
Color bgColor = HexToColor("001e26");
|
||||
Color panelColor = HexToColor("517567");
|
||||
Color titleColor = HexToColor("f3d58d");
|
||||
Color TextNormalColor = HexToColor("eb9843");
|
||||
Color textWarningColor = HexToColor("c12204");
|
||||
Color shadowColor = HexToColor("520805");
|
||||
|
||||
GameObject canvasObject = new("MainMenuCanvas");
|
||||
Canvas canvas = canvasObject.AddComponent<Canvas>();
|
||||
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
|
||||
canvas.sortingOrder = 10000;
|
||||
m_MenuCanvas = canvas;
|
||||
|
||||
CanvasScaler scaler = canvasObject.AddComponent<CanvasScaler>();
|
||||
scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
|
||||
scaler.referenceResolution = new Vector2(1920f, 1080f);
|
||||
scaler.matchWidthOrHeight = 0.5f;
|
||||
|
||||
canvasObject.AddComponent<GraphicRaycaster>();
|
||||
|
||||
// Background
|
||||
GameObject background = CreateImage("Background", canvasObject.transform, bgColor);
|
||||
StretchToFull(background.GetComponent<RectTransform>());
|
||||
|
||||
// Decorative horizontal lines (scanline aesthetic)
|
||||
CreateLine("TopLine", background.transform, new Rect(0, -60, 0, 4), panelColor, AnchorPreset.TopStretch);
|
||||
CreateLine("BotLine", background.transform, new Rect(0, 60, 0, 4), panelColor, AnchorPreset.BottomStretch);
|
||||
|
||||
// --- LEFT PANEL ---
|
||||
GameObject leftPanel = new GameObject("LeftPanel", typeof(RectTransform));
|
||||
leftPanel.transform.SetParent(canvasObject.transform, false);
|
||||
RectTransform leftRect = leftPanel.GetComponent<RectTransform>();
|
||||
leftRect.anchorMin = new Vector2(0.08f, 0.1f);
|
||||
leftRect.anchorMax = new Vector2(0.45f, 0.9f);
|
||||
leftRect.offsetMin = Vector2.zero;
|
||||
leftRect.offsetMax = Vector2.zero;
|
||||
|
||||
// Title
|
||||
TextMeshProUGUI titleText = CreateTMP("Title", leftPanel.transform, "HEADLESS HAZARD", titleColor, 72, TextAlignmentOptions.BottomLeft);
|
||||
RectTransform titleRect = titleText.GetComponent<RectTransform>();
|
||||
titleRect.anchorMin = new Vector2(0f, 0.85f);
|
||||
titleRect.anchorMax = new Vector2(1f, 1f);
|
||||
titleRect.offsetMin = Vector2.zero;
|
||||
titleRect.offsetMax = Vector2.zero;
|
||||
titleText.fontStyle = FontStyles.Bold;
|
||||
|
||||
// Title Shadow
|
||||
TextMeshProUGUI titleShadow = CreateTMP("TitleShadow", leftPanel.transform, "HEADLESS HAZARD", shadowColor, 72, TextAlignmentOptions.BottomLeft);
|
||||
RectTransform shadowRect = titleShadow.GetComponent<RectTransform>();
|
||||
shadowRect.anchorMin = new Vector2(0f, 0.85f);
|
||||
shadowRect.anchorMax = new Vector2(1f, 1f);
|
||||
shadowRect.offsetMin = new Vector2(4f, -4f); // apply drop shadow offset
|
||||
shadowRect.offsetMax = new Vector2(4f, -4f);
|
||||
titleShadow.fontStyle = FontStyles.Bold;
|
||||
titleShadow.transform.SetSiblingIndex(0); // push behind title
|
||||
|
||||
// Subtitle / Decorative Status
|
||||
TextMeshProUGUI subText = CreateTMP("Subtitle", leftPanel.transform, "SYSTEM_BOOT // OS.ACTIVE_ ", panelColor, 20, TextAlignmentOptions.TopLeft);
|
||||
RectTransform subRect = subText.GetComponent<RectTransform>();
|
||||
subRect.anchorMin = new Vector2(0f, 0.80f);
|
||||
subRect.anchorMax = new Vector2(1f, 0.85f);
|
||||
subRect.offsetMin = Vector2.zero;
|
||||
subRect.offsetMax = Vector2.zero;
|
||||
|
||||
// Button Group
|
||||
GameObject buttonGroup = new("ButtonGroup", typeof(RectTransform), typeof(VerticalLayoutGroup));
|
||||
buttonGroup.transform.SetParent(leftPanel.transform, false);
|
||||
RectTransform groupRect = buttonGroup.GetComponent<RectTransform>();
|
||||
groupRect.anchorMin = new Vector2(0f, 0f);
|
||||
groupRect.anchorMax = new Vector2(1f, 0.65f);
|
||||
groupRect.offsetMin = Vector2.zero;
|
||||
groupRect.offsetMax = Vector2.zero;
|
||||
|
||||
VerticalLayoutGroup layout = buttonGroup.GetComponent<VerticalLayoutGroup>();
|
||||
layout.childAlignment = TextAnchor.UpperLeft;
|
||||
layout.spacing = 16f;
|
||||
layout.childControlWidth = true;
|
||||
layout.childControlHeight = false;
|
||||
|
||||
CreateTextButton(buttonGroup.transform, "> INITIALIZE_PLAY", TextNormalColor, titleColor, () =>
|
||||
{
|
||||
Debug.Log("Play clicked.");
|
||||
OnPlayClicked();
|
||||
});
|
||||
|
||||
CreateTextButton(buttonGroup.transform, "> CONFIGURE_PARAMS", TextNormalColor, titleColor, () =>
|
||||
{
|
||||
Debug.Log("Options clicked.");
|
||||
});
|
||||
|
||||
CreateTextButton(buttonGroup.transform, "> TERMINATE_PROCESS", TextNormalColor, textWarningColor, () =>
|
||||
{
|
||||
Debug.Log("Quit clicked.");
|
||||
#if UNITY_EDITOR
|
||||
UnityEditor.EditorApplication.isPlaying = false;
|
||||
#else
|
||||
Application.Quit();
|
||||
#endif
|
||||
});
|
||||
|
||||
|
||||
// --- RIGHT PANEL (Level Info) ---
|
||||
GameObject rightPanel = new GameObject("RightPanel", typeof(RectTransform));
|
||||
rightPanel.transform.SetParent(canvasObject.transform, false);
|
||||
RectTransform rightRect = rightPanel.GetComponent<RectTransform>();
|
||||
rightRect.anchorMin = new Vector2(0.55f, 0.4f);
|
||||
rightRect.anchorMax = new Vector2(0.92f, 0.82f);
|
||||
rightRect.offsetMin = Vector2.zero;
|
||||
rightRect.offsetMax = Vector2.zero;
|
||||
|
||||
// Right side Border lines
|
||||
CreateLine("R_Top", rightPanel.transform, new Rect(0, 0, 0, 2), panelColor, AnchorPreset.TopStretch);
|
||||
CreateLine("R_Bot", rightPanel.transform, new Rect(0, 0, 0, 2), panelColor, AnchorPreset.BottomStretch);
|
||||
CreateLine("R_Left", rightPanel.transform, new Rect(0, 0, 2, 0), panelColor, AnchorPreset.LeftStretch);
|
||||
CreateLine("R_Right", rightPanel.transform, new Rect(0, 0, 2, 0), panelColor, AnchorPreset.RightStretch);
|
||||
|
||||
// Right Panel Headers
|
||||
TextMeshProUGUI headerText = CreateTMP("LevelHeader", rightPanel.transform, "CURRENT_SECTOR", panelColor, 24, TextAlignmentOptions.TopLeft);
|
||||
headerText.GetComponent<RectTransform>().anchorMin = new Vector2(0f, 1f);
|
||||
headerText.GetComponent<RectTransform>().anchorMax = new Vector2(1f, 1f);
|
||||
headerText.GetComponent<RectTransform>().anchoredPosition = new Vector2(20f, -20f);
|
||||
|
||||
// Big Level Text
|
||||
TextMeshProUGUI levelText = CreateTMP("LevelNumber", rightPanel.transform, "LEVEL 01", textWarningColor, 140, TextAlignmentOptions.Center);
|
||||
StretchToFull(levelText.GetComponent<RectTransform>());
|
||||
levelText.fontStyle = FontStyles.Bold;
|
||||
|
||||
// Decorative status
|
||||
TextMeshProUGUI statusText = CreateTMP("LevelStatus", rightPanel.transform, "[ STATUS: OPTIMAL ]", panelColor, 24, TextAlignmentOptions.BottomRight);
|
||||
statusText.GetComponent<RectTransform>().anchorMin = new Vector2(0f, 0f);
|
||||
statusText.GetComponent<RectTransform>().anchorMax = new Vector2(1f, 0f);
|
||||
statusText.GetComponent<RectTransform>().anchoredPosition = new Vector2(-20f, 20f);
|
||||
}
|
||||
|
||||
private void OnPlayClicked()
|
||||
{
|
||||
m_MenuActive = false;
|
||||
Time.timeScale = 1f;
|
||||
Cursor.lockState = CursorLockMode.Locked;
|
||||
Cursor.visible = false;
|
||||
|
||||
if (m_MenuCanvas != null)
|
||||
{
|
||||
Destroy(m_MenuCanvas.gameObject);
|
||||
}
|
||||
|
||||
Destroy(gameObject);
|
||||
}
|
||||
|
||||
private static GameObject CreateTextButton(
|
||||
Transform parent,
|
||||
string label,
|
||||
Color normalColor,
|
||||
Color highlightColor,
|
||||
UnityEngine.Events.UnityAction clickAction)
|
||||
{
|
||||
GameObject buttonObject = new(label, typeof(RectTransform), typeof(TextMeshProUGUI), typeof(Button));
|
||||
buttonObject.transform.SetParent(parent, false);
|
||||
|
||||
RectTransform rect = buttonObject.GetComponent<RectTransform>();
|
||||
rect.sizeDelta = new Vector2(0f, 60f); // Height 60, width auto-controlled by LayoutGroup
|
||||
|
||||
TextMeshProUGUI text = buttonObject.GetComponent<TextMeshProUGUI>();
|
||||
text.text = label;
|
||||
text.fontSize = 38;
|
||||
text.alignment = TextAlignmentOptions.Left;
|
||||
text.color = Color.white; // Button tint applies on top of white
|
||||
text.textWrappingMode = TextWrappingModes.NoWrap;
|
||||
|
||||
Button button = buttonObject.GetComponent<Button>();
|
||||
button.targetGraphic = text;
|
||||
button.transition = Selectable.Transition.ColorTint;
|
||||
|
||||
ColorBlock colors = button.colors;
|
||||
colors.normalColor = normalColor;
|
||||
colors.highlightedColor = highlightColor;
|
||||
colors.pressedColor = highlightColor;
|
||||
colors.selectedColor = highlightColor;
|
||||
colors.disabledColor = Color.gray;
|
||||
colors.colorMultiplier = 1f;
|
||||
colors.fadeDuration = 0.1f;
|
||||
button.colors = colors;
|
||||
|
||||
button.onClick.AddListener(clickAction);
|
||||
|
||||
return buttonObject;
|
||||
}
|
||||
|
||||
private static TextMeshProUGUI CreateTMP(string name, Transform parent, string textStr, Color color, float size, TextAlignmentOptions align)
|
||||
{
|
||||
GameObject go = new GameObject(name, typeof(RectTransform), typeof(TextMeshProUGUI));
|
||||
go.transform.SetParent(parent, false);
|
||||
TextMeshProUGUI tmp = go.GetComponent<TextMeshProUGUI>();
|
||||
tmp.text = textStr;
|
||||
tmp.color = color;
|
||||
tmp.fontSize = size;
|
||||
tmp.alignment = align;
|
||||
tmp.textWrappingMode = TextWrappingModes.NoWrap;
|
||||
return tmp;
|
||||
}
|
||||
|
||||
enum AnchorPreset { TopStretch, BottomStretch, LeftStretch, RightStretch }
|
||||
private static GameObject CreateLine(string name, Transform parent, Rect details, Color color, AnchorPreset preset)
|
||||
{
|
||||
GameObject line = CreateImage(name, parent, color);
|
||||
RectTransform rect = line.GetComponent<RectTransform>();
|
||||
|
||||
switch (preset)
|
||||
{
|
||||
case AnchorPreset.TopStretch:
|
||||
rect.anchorMin = new Vector2(0, 1);
|
||||
rect.anchorMax = new Vector2(1, 1);
|
||||
rect.sizeDelta = new Vector2(details.width, details.height);
|
||||
rect.anchoredPosition = new Vector2(details.x, details.y);
|
||||
break;
|
||||
case AnchorPreset.BottomStretch:
|
||||
rect.anchorMin = new Vector2(0, 0);
|
||||
rect.anchorMax = new Vector2(1, 0);
|
||||
rect.sizeDelta = new Vector2(details.width, details.height);
|
||||
rect.anchoredPosition = new Vector2(details.x, details.y);
|
||||
break;
|
||||
case AnchorPreset.LeftStretch:
|
||||
rect.anchorMin = new Vector2(0, 0);
|
||||
rect.anchorMax = new Vector2(0, 1);
|
||||
rect.sizeDelta = new Vector2(details.width, details.height);
|
||||
rect.anchoredPosition = new Vector2(details.x, details.y);
|
||||
break;
|
||||
case AnchorPreset.RightStretch:
|
||||
rect.anchorMin = new Vector2(1, 0);
|
||||
rect.anchorMax = new Vector2(1, 1);
|
||||
rect.sizeDelta = new Vector2(details.width, details.height);
|
||||
rect.anchoredPosition = new Vector2(details.x, details.y);
|
||||
break;
|
||||
}
|
||||
|
||||
return line;
|
||||
}
|
||||
|
||||
private static GameObject CreateImage(string name, Transform parent, Color color)
|
||||
{
|
||||
GameObject imageObject = new(name, typeof(RectTransform), typeof(Image));
|
||||
imageObject.transform.SetParent(parent, false);
|
||||
Image image = imageObject.GetComponent<Image>();
|
||||
image.color = color;
|
||||
return imageObject;
|
||||
}
|
||||
|
||||
private static void StretchToFull(RectTransform rect)
|
||||
{
|
||||
rect.anchorMin = Vector2.zero;
|
||||
rect.anchorMax = Vector2.one;
|
||||
rect.offsetMin = Vector2.zero;
|
||||
rect.offsetMax = Vector2.zero;
|
||||
}
|
||||
|
||||
private static Color HexToColor(string hex)
|
||||
{
|
||||
if (ColorUtility.TryParseHtmlString("#" + hex, out Color color))
|
||||
{
|
||||
return color;
|
||||
}
|
||||
|
||||
return Color.magenta;
|
||||
}
|
||||
|
||||
private static void ApplyMenuCursorState()
|
||||
{
|
||||
Cursor.lockState = CursorLockMode.None;
|
||||
Cursor.visible = true;
|
||||
}
|
||||
|
||||
private static void EnsureEventSystem()
|
||||
{
|
||||
EventSystem[] allEventSystems = Object.FindObjectsByType<EventSystem>(FindObjectsInactive.Include, FindObjectsSortMode.None);
|
||||
EventSystem eventSystem;
|
||||
if (allEventSystems.Length == 0)
|
||||
{
|
||||
GameObject eventSystemObject = new("EventSystem", typeof(EventSystem));
|
||||
eventSystem = eventSystemObject.GetComponent<EventSystem>();
|
||||
}
|
||||
else
|
||||
{
|
||||
eventSystem = allEventSystems[0];
|
||||
|
||||
for (int i = 1; i < allEventSystems.Length; i++)
|
||||
{
|
||||
if (allEventSystems[i] != null)
|
||||
{
|
||||
Destroy(allEventSystems[i].gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
EnsureCompatibleInputModule(eventSystem.gameObject);
|
||||
}
|
||||
|
||||
private static void EnsureCompatibleInputModule(GameObject eventSystemObject)
|
||||
{
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
StandaloneInputModule standaloneModule = eventSystemObject.GetComponent<StandaloneInputModule>();
|
||||
if (standaloneModule != null)
|
||||
{
|
||||
Destroy(standaloneModule);
|
||||
}
|
||||
|
||||
if (eventSystemObject.GetComponent<InputSystemUIInputModule>() == null)
|
||||
{
|
||||
eventSystemObject.AddComponent<InputSystemUIInputModule>();
|
||||
}
|
||||
#else
|
||||
if (eventSystemObject.GetComponent<StandaloneInputModule>() == null)
|
||||
{
|
||||
eventSystemObject.AddComponent<StandaloneInputModule>();
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
2
Assets/Code/Scripts/UI/MainMenuUI.cs.meta
Normal file
2
Assets/Code/Scripts/UI/MainMenuUI.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 297533e46238b814989fcd5d46cf8927
|
||||
97
Assets/Code/Shaders/CRTScreenEffect.shader
Normal file
97
Assets/Code/Shaders/CRTScreenEffect.shader
Normal file
@@ -0,0 +1,97 @@
|
||||
Shader "Hidden/HeadlessHazard/CRT"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_Intensity ("Intensity", Range(0,1)) = 0.65
|
||||
_ScanlineDensity ("Scanline Density", Range(0,2)) = 1.2
|
||||
_ScanlineStrength ("Scanline Strength", Range(0,1)) = 0.18
|
||||
_Curvature ("Curvature", Range(0,0.2)) = 0.04
|
||||
_VignetteStrength ("Vignette Strength", Range(0,1)) = 0.28
|
||||
_ChromaticAberration ("Chromatic Aberration", Range(0,0.05)) = 0.004
|
||||
_NoiseStrength ("Noise Strength", Range(0,0.2)) = 0.03
|
||||
_FlickerStrength ("Flicker Strength", Range(0,0.1)) = 0.015
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags { "RenderPipeline" = "UniversalPipeline" }
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "CRT"
|
||||
ZWrite Off
|
||||
ZTest Always
|
||||
Cull Off
|
||||
Blend One Zero
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma vertex Vert
|
||||
#pragma fragment Frag
|
||||
#pragma target 3.5
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
|
||||
|
||||
float _Intensity;
|
||||
float _ScanlineDensity;
|
||||
float _ScanlineStrength;
|
||||
float _Curvature;
|
||||
float _VignetteStrength;
|
||||
float _ChromaticAberration;
|
||||
float _NoiseStrength;
|
||||
float _FlickerStrength;
|
||||
|
||||
float Random01(float2 seed)
|
||||
{
|
||||
return frac(sin(dot(seed, float2(12.9898, 78.233))) * 43758.5453);
|
||||
}
|
||||
|
||||
float2 DistortUV(float2 uv, float curvature)
|
||||
{
|
||||
float2 center = uv * 2.0 - 1.0;
|
||||
float radius2 = dot(center, center);
|
||||
center *= 1.0 + (radius2 * curvature);
|
||||
return center * 0.5 + 0.5;
|
||||
}
|
||||
|
||||
half4 Frag(Varyings input) : SV_Target
|
||||
{
|
||||
float2 uv = input.texcoord;
|
||||
float2 curvedUV = DistortUV(uv, _Curvature);
|
||||
|
||||
if (curvedUV.x < 0.0 || curvedUV.x > 1.0 || curvedUV.y < 0.0 || curvedUV.y > 1.0)
|
||||
{
|
||||
return half4(0.0, 0.0, 0.0, 1.0);
|
||||
}
|
||||
|
||||
float2 fromCenter = curvedUV - 0.5;
|
||||
float2 aberrationOffset = fromCenter * _ChromaticAberration;
|
||||
|
||||
half red = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, curvedUV + aberrationOffset).r;
|
||||
half green = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, curvedUV).g;
|
||||
half blue = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, curvedUV - aberrationOffset).b;
|
||||
half3 color = half3(red, green, blue);
|
||||
|
||||
float scanlineWave = sin((curvedUV.y * _ScreenParams.y * 0.5 * _ScanlineDensity) + (_Time.y * 18.0));
|
||||
float scanlineMask = lerp(1.0, saturate(0.7 + 0.3 * scanlineWave), _ScanlineStrength);
|
||||
color *= scanlineMask;
|
||||
|
||||
float noise = Random01(curvedUV * _ScreenParams.xy + _Time.yy * 37.0) - 0.5;
|
||||
color += noise * _NoiseStrength;
|
||||
|
||||
float flicker = 1.0 - (_FlickerStrength * (0.5 + 0.5 * sin(_Time.y * 32.0)));
|
||||
color *= flicker;
|
||||
|
||||
float2 vignetteUV = curvedUV * (1.0 - curvedUV.yx);
|
||||
float vignette = saturate(pow(vignetteUV.x * vignetteUV.y * 18.0, 0.2));
|
||||
color *= lerp(1.0 - _VignetteStrength, 1.0, vignette);
|
||||
|
||||
half3 baseColor = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv).rgb;
|
||||
half3 finalColor = lerp(baseColor, color, _Intensity);
|
||||
|
||||
return half4(finalColor, 1.0);
|
||||
}
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
}
|
||||
10
Assets/Code/Shaders/CRTScreenEffect.shader.meta
Normal file
10
Assets/Code/Shaders/CRTScreenEffect.shader.meta
Normal file
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0a9f7eb85c2f4f9f8ec82c8565f4e8b1
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
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||||
@@ -1,19 +0,0 @@
|
||||
{
|
||||
"lines": [
|
||||
{
|
||||
"speaker": "SYSTEME",
|
||||
"text": "...Ici, quelque chose cloche.",
|
||||
"duration": 2.5
|
||||
},
|
||||
{
|
||||
"speaker": "SYSTEME",
|
||||
"text": "Reste calme. Observe la piece.",
|
||||
"duration": 2.5
|
||||
},
|
||||
{
|
||||
"speaker": "SYSTEME",
|
||||
"text": "Trouve une sortie.",
|
||||
"duration": 2.2
|
||||
}
|
||||
]
|
||||
}
|
||||
29
Assets/Code/Subtitles/Level01_Room1.json
Normal file
29
Assets/Code/Subtitles/Level01_Room1.json
Normal file
@@ -0,0 +1,29 @@
|
||||
{
|
||||
"lines": [
|
||||
{
|
||||
"speaker": "SYSTEME",
|
||||
"text": "Hello, UNIT SB-3954. You are in a simulation for testing your ability to move and interact.",
|
||||
"duration": 6.5
|
||||
},
|
||||
{
|
||||
"speaker": "SYSTEME",
|
||||
"text": "Your goal is to prove that your system is working and that you can move and interact with the environment.",
|
||||
"duration": 5
|
||||
},
|
||||
{
|
||||
"speaker": "SYSTEME",
|
||||
"text": "To move, use ZQSD. To interact with objects, use \"E\".",
|
||||
"duration": 5
|
||||
},
|
||||
{
|
||||
"speaker": "SYSTEME",
|
||||
"text": "You can also use the mouse to look around, and use Left Click to launch your head.",
|
||||
"duration": 3
|
||||
},
|
||||
{
|
||||
"speaker": "SYSTEME",
|
||||
"text": "Good luck, UNIT SB-3954.",
|
||||
"duration": 3
|
||||
}
|
||||
]
|
||||
}
|
||||
@@ -1,5 +1,5 @@
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TextScriptImporter:
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externalObjects: {}
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userData:
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29
Assets/Code/Subtitles/Level01_Room2.json
Normal file
29
Assets/Code/Subtitles/Level01_Room2.json
Normal file
@@ -0,0 +1,29 @@
|
||||
{
|
||||
"lines": [
|
||||
{
|
||||
"speaker": "SYSTEME",
|
||||
"text": "Good job, UNIT SB-3954. You have successfully completed the first test.",
|
||||
"duration": 4.5
|
||||
},
|
||||
{
|
||||
"speaker": "SYSTEME",
|
||||
"text": "I see that your module of ejection of your head is still working.",
|
||||
"duration": 4
|
||||
},
|
||||
{
|
||||
"speaker": "SYSTEME",
|
||||
"text": "Now that you understand you can launch your head, use your head to see at a different angle.",
|
||||
"duration": 5
|
||||
},
|
||||
{
|
||||
"speaker": "SYSTEME",
|
||||
"text": "You lift your head and look around, for that use \"R\".",
|
||||
"duration": 3
|
||||
},
|
||||
{
|
||||
"speaker": "SYSTEME",
|
||||
"text": "Use this to find the code for the door.",
|
||||
"duration": 4.5
|
||||
}
|
||||
]
|
||||
}
|
||||
7
Assets/Code/Subtitles/Level01_Room2.json.meta
Normal file
7
Assets/Code/Subtitles/Level01_Room2.json.meta
Normal file
@@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: 7c5bd5fd82b7a498aa62659593ea5cef
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TextScriptImporter:
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||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
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||||
assetBundleVariant:
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354
Assets/Level/Prefabs/Dev/IndicatorBlock.prefab
Normal file
354
Assets/Level/Prefabs/Dev/IndicatorBlock.prefab
Normal file
@@ -0,0 +1,354 @@
|
||||
%YAML 1.1
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||||
%TAG !u! tag:unity3d.com,2011:
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m_PrefabInstance: {fileID: 0}
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- component: {fileID: 6700426716916120764}
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- component: {fileID: 7552511637356990312}
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m_Layer: 0
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m_Name: IndicatorBlock
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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-----------------------------------------------------------
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SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
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Assets/TextMesh Pro/Examples & Extras/Fonts/Bangers - OFL.txt
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Copyright (c) 2010 by vernon adams (vern@newtypography.co.uk),
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-----------------------------------------------------------
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||||
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||
-----------------------------------------------------------
|
||||
|
||||
PREAMBLE
|
||||
The goals of the Open Font License (OFL) are to stimulate worldwide
|
||||
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|
||||
efforts of academic and linguistic communities, and to provide a free and
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||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
however, cannot be released under any other type of license. The
|
||||
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|
||||
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|
||||
|
||||
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||||
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||||
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||||
TERMINATION
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|
||||
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Assets/TextMesh Pro/Examples & Extras/Fonts/Oswald-Bold - OFL.txt
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Copyright (c) 2011-2012, Vernon Adams (vern@newtypography.co.uk), with Reserved Font Names 'Oswald'
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|
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-----------------------------------------------------------
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||||
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||
-----------------------------------------------------------
|
||||
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||||
PREAMBLE
|
||||
The goals of the Open Font License (OFL) are to stimulate worldwide
|
||||
development of collaborative font projects, to support the font creation
|
||||
efforts of academic and linguistic communities, and to provide a free and
|
||||
open framework in which fonts may be shared and improved in partnership
|
||||
with others.
|
||||
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||||
The OFL allows the licensed fonts to be used, studied, modified and
|
||||
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|
||||
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|
||||
redistributed and/or sold with any software provided that any reserved
|
||||
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|
||||
however, cannot be released under any other type of license. The
|
||||
requirement for fonts to remain under this license does not apply
|
||||
to any document created using the fonts or their derivatives.
|
||||
|
||||
DEFINITIONS
|
||||
"Font Software" refers to the set of files released by the Copyright
|
||||
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|
||||
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||||
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||||
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distributed by the Copyright Holder(s).
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||||
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|
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|
||||
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|
||||
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|
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|
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|
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|
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|
||||
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|
||||
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||||
TERMINATION
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|
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||||
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Apache License
|
||||
Version 2.0, January 2004
|
||||
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|
||||
|
||||
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
|
||||
|
||||
1. Definitions.
|
||||
|
||||
"License" shall mean the terms and conditions for use, reproduction,
|
||||
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|
||||
|
||||
"Licensor" shall mean the copyright owner or entity authorized by
|
||||
the copyright owner that is granting the License.
|
||||
|
||||
"Legal Entity" shall mean the union of the acting entity and all
|
||||
other entities that control, are controlled by, or are under common
|
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control with that entity. For the purposes of this definition,
|
||||
"control" means (i) the power, direct or indirect, to cause the
|
||||
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|
||||
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|
||||
outstanding shares, or (iii) beneficial ownership of such entity.
|
||||
|
||||
"You" (or "Your") shall mean an individual or Legal Entity
|
||||
exercising permissions granted by this License.
|
||||
|
||||
"Source" form shall mean the preferred form for making modifications,
|
||||
including but not limited to software source code, documentation
|
||||
source, and configuration files.
|
||||
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||||
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|
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transformation or translation of a Source form, including but
|
||||
not limited to compiled object code, generated documentation,
|
||||
and conversions to other media types.
|
||||
|
||||
"Work" shall mean the work of authorship, whether in Source or
|
||||
Object form, made available under the License, as indicated by a
|
||||
copyright notice that is included in or attached to the work
|
||||
(an example is provided in the Appendix below).
|
||||
|
||||
"Derivative Works" shall mean any work, whether in Source or Object
|
||||
form, that is based on (or derived from) the Work and for which the
|
||||
editorial revisions, annotations, elaborations, or other modifications
|
||||
represent, as a whole, an original work of authorship. For the purposes
|
||||
of this License, Derivative Works shall not include works that remain
|
||||
separable from, or merely link (or bind by name) to the interfaces of,
|
||||
the Work and Derivative Works thereof.
|
||||
|
||||
"Contribution" shall mean any work of authorship, including
|
||||
the original version of the Work and any modifications or additions
|
||||
to that Work or Derivative Works thereof, that is intentionally
|
||||
submitted to Licensor for inclusion in the Work by the copyright owner
|
||||
or by an individual or Legal Entity authorized to submit on behalf of
|
||||
the copyright owner. For the purposes of this definition, "submitted"
|
||||
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|
||||
to the Licensor or its representatives, including but not limited to
|
||||
communication on electronic mailing lists, source code control systems,
|
||||
and issue tracking systems that are managed by, or on behalf of, the
|
||||
Licensor for the purpose of discussing and improving the Work, but
|
||||
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|
||||
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|
||||
|
||||
"Contributor" shall mean Licensor and any individual or Legal Entity
|
||||
on behalf of whom a Contribution has been received by Licensor and
|
||||
subsequently incorporated within the Work.
|
||||
|
||||
2. Grant of Copyright License. Subject to the terms and conditions of
|
||||
this License, each Contributor hereby grants to You a perpetual,
|
||||
worldwide, non-exclusive, no-charge, royalty-free, irrevocable
|
||||
copyright license to reproduce, prepare Derivative Works of,
|
||||
publicly display, publicly perform, sublicense, and distribute the
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||||
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||||
|
||||
3. Grant of Patent License. Subject to the terms and conditions of
|
||||
this License, each Contributor hereby grants to You a perpetual,
|
||||
worldwide, non-exclusive, no-charge, royalty-free, irrevocable
|
||||
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|
||||
use, offer to sell, sell, import, and otherwise transfer the Work,
|
||||
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||||
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||||
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|
||||
See the License for the specific language governing permissions and
|
||||
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|
||||
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Copyright (c) 2020-2021, Unity, with Reserved Font Names 'Unity'
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This Font Software is licensed under the SIL Open Font License, Version 1.1.
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-----------------------------------------------------------
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SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
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-----------------------------------------------------------
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PREAMBLE
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The goals of the Open Font License (OFL) are to stimulate worldwide
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efforts of academic and linguistic communities, and to provide a free and
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with others.
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The OFL allows the licensed fonts to be used, studied, modified and
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|
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names are not used by derivative works. The fonts and derivatives,
|
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however, cannot be released under any other type of license. The
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requirement for fonts to remain under this license does not apply
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to any document created using the fonts or their derivatives.
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|
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"Font Software" refers to the set of files released by the Copyright
|
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Holder(s) under this license and clearly marked as such. This may
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include source files, build scripts and documentation.
|
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"Reserved Font Name" refers to any names specified as such after the
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|
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"Modified Version" refers to any derivative made by adding to, deleting,
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contains the above copyright notice and this license. These can be
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included either as stand-alone text files, human-readable headers or
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Copyright Holder(s) and the Author(s) or with their explicit written
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permission.
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distributed under any other license. The requirement for fonts to
|
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using the Font Software.
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TERMINATION
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This license becomes null and void if any of the above conditions are
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DISCLAIMER
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THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
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INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
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