32 Commits

Author SHA1 Message Date
Antoine Papillon
d906c93460 Resolve merge conflicts using incoming branch 2026-03-16 11:32:15 +01:00
Antoine Papillon
e3852c7f60 fix: remove no_frcition due to bad spelling 2026-03-16 10:56:22 +01:00
Antoine Papillon
2dbe21ec62 refactor: initialise int before the loop 2026-03-13 11:16:25 +01:00
Antoine Papillon
ceb4c54b9d fix: unused int in RegisterAllButtons function 2026-03-13 10:58:51 +01:00
Antoine Papillon
44d3ef02a3 fix: presure plate when the head is on it and pick up 2026-03-13 09:49:50 +01:00
7a281dcb6c git : Merge pull request 'feat/DropHead' (#4) from feat/throwingArc into Prototype
Reviewed-on: #4
Reviewed-by: BoxOfPandor <thibault.pouch@crowmate.fr>
Reviewed-by: Pierre1901 <pierre.ryssen@crowmate.fr>
Reviewed-by: clement <clement.augustinowick@crowmate.fr>
2026-03-12 13:19:47 +01:00
timote koenig
a9314979ad fix: unecessary rigid body 2026-03-12 13:13:15 +01:00
timote koenig
1dbc2734f3 fix: remove useless action 2026-03-12 13:00:28 +01:00
timote koenig
67a1717b86 feat: drop head 2026-03-12 10:33:37 +01:00
Antoine Papillon
0fea90a480 fix: Prefabs IndicatorBlock for showing the green or red color 2026-03-11 17:02:17 +01:00
Antoine Papillon
22764e933b fix: remove moving doors without prefabs 2026-03-11 16:52:58 +01:00
Antoine Papillon
b98c72a10d refactor: moving door with prefab 2026-03-11 16:46:23 +01:00
Thibault Pouch
de9ea88cd2 fix: update SlidingDoor to use parent space for slide vector calculations 2026-03-11 15:07:59 +01:00
Thibault Pouch
382e664b90 fix: add MeshCollider component to Button prefab 2026-03-11 11:38:05 +01:00
Thibault Pouch
200209df9a git : Merge branch 'feat/level/create-level-1' into fix/dev-room 2026-03-11 11:37:33 +01:00
Antoine Papillon
fff812bd03 fix: replace mesh collider to sphere collider from the button 2026-03-11 11:29:43 +01:00
Thibault Pouch
ffe6d73a50 fix : all box coliders 2026-03-11 10:59:35 +01:00
Thibault Pouch
303866fa6d chroe : add layer to wall and floor 2026-03-11 10:41:39 +01:00
Thibault Pouch
30085123c2 refactor : simplify the scene 2026-03-11 10:34:24 +01:00
Thibault Pouch
e6bd28ec1c fix : error of history 2026-03-11 09:50:06 +01:00
Thibault Pouch
a7320b5ec6 fix : make all object a boxcolider instead of mesh 2026-03-10 21:18:33 +01:00
Thibault Pouch
fb9e02efd6 refactor: Update prefabs for Door, TileFloor, TileGlass, and TileWall with new components and adjustments 2026-03-10 21:16:49 +01:00
Thibault Pouch
d7474f6d4a chore : move scene to approprate folder and create scenne final 2026-03-10 21:06:16 +01:00
Thibault Pouch
fbdfe808cc feat : Add Level.fbx file for model import settings and configurations 2026-03-10 21:05:41 +01:00
Thibault Pouch
3f69369438 feat : add com.unity.formats.fbx dependency to manifest and packages-lock 2026-03-10 21:03:29 +01:00
Thibault Pouch
4c6c87f0b3 chore : rename file to Level01_Work 2026-03-10 21:02:04 +01:00
timote koenig
94e44ad7af Resolve merge conflicts using incoming branch 2026-03-10 15:26:52 +01:00
timote koenig
8c4c2b372b feat: player movement 2026-03-10 15:10:05 +01:00
Thibault Pouch
b418333d67 feat : add SubtitleSequencePlayer and SubtitleTriggerZone for managing subtitle playback 2026-03-10 14:41:42 +01:00
Thibault Pouch
6dd1c5efb8 feat : add Level01IntroSubtitles script for intro subtitle sequence 2026-03-10 13:57:51 +01:00
Thibault Pouch
4b4066fbcc feat : add door and arch shape configurations to ShapeBuilder 2026-03-10 11:11:35 +01:00
Thibault Pouch
55f71245b5 refactor : add shelf for futur puzzul in room 2 2026-03-10 11:10:14 +01:00
540 changed files with 147144 additions and 166252 deletions

8
AGENTS.md Normal file
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<!-- UNITY CODE ASSIST INSTRUCTIONS START -->
- Project name: HeadlessHazard
- Unity version: Unity 6000.3.10f1
- Active game object:
- Name: Head
- Tag: Player
- Layer: Default
<!-- UNITY CODE ASSIST INSTRUCTIONS END -->

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@@ -0,0 +1,188 @@
using System;
using UnityEngine;
using UnityEngine.Events;
public class ButtonSequenceDoorPuzzle : MonoBehaviour
{
[Header("References")]
[Tooltip("All available buttons for this puzzle.")]
[SerializeField] private WallInteractButton[] buttons;
[Tooltip("Door to open when the sequence is correct.")]
[SerializeField] private SlidingDoor targetDoor;
[Tooltip("Optional blocks controlled by this puzzle (reset with SetOff on start/wrong input).")]
[SerializeField] private TestBlock[] puzzleBlocks;
[Header("Sequence")]
[Tooltip("Button indices (from the buttons array) that must be pressed in order. Example: 2,0,3")]
[SerializeField] private int[] requiredSequence = { 0, 1, 2 };
[Tooltip("If true, wrong input resets progress back to 0.")]
[SerializeField] private bool resetOnWrongPress = true;
[Tooltip("If true, puzzle can only be solved once.")]
[SerializeField] private bool lockAfterSolved = true;
[Header("Debug")]
[SerializeField] private bool enableDebugLogs = true;
private int m_progress;
private bool m_isSolved;
private UnityAction[] m_cachedListeners;
private void OnEnable()
{
SetAllBlocksOff();
RegisterAllButtons();
}
private void OnDisable()
{
UnregisterAllButtons();
}
private void RegisterAllButtons()
{
if (buttons == null)
return;
m_cachedListeners = new UnityAction[buttons.Length];
for (int i = 0; i < buttons.Length; i++)
{
WallInteractButton button = buttons[i];
if (button == null)
continue;
UnityAction action = () => OnButtonPressed(i);
m_cachedListeners[i] = action;
button.OnInteract.AddListener(action);
}
}
private void UnregisterAllButtons()
{
if (buttons == null)
return;
for (int i = 0; i < buttons.Length; i++)
{
WallInteractButton button = buttons[i];
if (button == null)
continue;
if (m_cachedListeners != null && i < m_cachedListeners.Length && m_cachedListeners[i] != null)
button.OnInteract.RemoveListener(m_cachedListeners[i]);
}
m_cachedListeners = null;
m_progress = 0;
}
private void OnButtonPressed(int buttonIndex)
{
Log($"Button pressed: index {buttonIndex}");
if (m_isSolved && lockAfterSolved)
{
Log("Puzzle already solved and locked.");
return;
}
if (!IsSequenceValid())
{
Log("Invalid sequence configuration.");
return;
}
int expectedIndex = requiredSequence[m_progress];
Log($"Expected button index: {expectedIndex} (step {m_progress + 1}/{requiredSequence.Length})");
if (buttonIndex == expectedIndex)
{
m_progress++;
Log($"Correct input. Progress: {m_progress}/{requiredSequence.Length}");
if (m_progress >= requiredSequence.Length)
{
SolvePuzzle();
}
return;
}
if (resetOnWrongPress)
{
Log("Wrong input. Resetting sequence and turning puzzle blocks OFF.");
m_progress = 0;
SetAllBlocksOff();
return;
}
Log("Wrong input, but resetOnWrongPress is disabled.");
}
private bool IsSequenceValid()
{
if (requiredSequence == null || requiredSequence.Length == 0)
return false;
if (buttons == null || buttons.Length == 0)
return false;
for (int i = 0; i < requiredSequence.Length; i++)
{
int index = requiredSequence[i];
if (index < 0 || index >= buttons.Length)
return false;
}
return true;
}
private void SolvePuzzle()
{
m_isSolved = true;
m_progress = 0;
Log("Sequence completed. Opening door.");
if (targetDoor != null)
targetDoor.Open();
}
private void SetAllBlocksOff()
{
if (puzzleBlocks == null)
return;
for (int i = 0; i < puzzleBlocks.Length; i++)
{
if (puzzleBlocks[i] == null)
continue;
puzzleBlocks[i].SetOff();
}
}
private void Log(string message)
{
if (!enableDebugLogs)
return;
Debug.Log($"[{nameof(ButtonSequenceDoorPuzzle)}] {message}", this);
}
#if UNITY_EDITOR
private void OnValidate()
{
if (requiredSequence == null)
return;
for (int i = 0; i < requiredSequence.Length; i++)
{
requiredSequence[i] = Math.Max(0, requiredSequence[i]);
}
}
#endif
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 920802292ba9a49d2bee3519a905717d

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@@ -20,6 +20,7 @@ public class PressurePlateButton : MonoBehaviour
public UnityEvent OnReleased; public UnityEvent OnReleased;
private readonly HashSet<Collider> m_validCollidersOnPlate = new HashSet<Collider>(); private readonly HashSet<Collider> m_validCollidersOnPlate = new HashSet<Collider>();
private readonly HashSet<Collider> m_stayedThisPhysicsFrame = new HashSet<Collider>();
private bool m_isPressed; private bool m_isPressed;
private void Reset() private void Reset()
@@ -42,8 +43,16 @@ public class PressurePlateButton : MonoBehaviour
} }
} }
private void OnTriggerStay(Collider other)
{
if (IsValidActivator(other))
m_stayedThisPhysicsFrame.Add(other);
}
private void OnTriggerExit(Collider other) private void OnTriggerExit(Collider other)
{ {
m_stayedThisPhysicsFrame.Remove(other);
if (!m_validCollidersOnPlate.Remove(other)) if (!m_validCollidersOnPlate.Remove(other))
return; return;
@@ -54,6 +63,26 @@ public class PressurePlateButton : MonoBehaviour
} }
} }
private void FixedUpdate()
{
if (m_validCollidersOnPlate.Count == 0)
{
m_stayedThisPhysicsFrame.Clear();
return;
}
m_validCollidersOnPlate.RemoveWhere(c => c == null || !c.enabled || !c.gameObject.activeInHierarchy);
m_validCollidersOnPlate.IntersectWith(m_stayedThisPhysicsFrame);
m_stayedThisPhysicsFrame.Clear();
if (m_validCollidersOnPlate.Count == 0 && m_isPressed)
{
m_isPressed = false;
OnReleased?.Invoke();
}
}
private bool IsValidActivator(Collider other) private bool IsValidActivator(Collider other)
{ {
if (((1 << other.gameObject.layer) & detectionMask) == 0) if (((1 << other.gameObject.layer) & detectionMask) == 0)

View File

@@ -7,7 +7,7 @@ public class SlidingDoor : MonoBehaviour
public enum SlideDirection { Positive = 1, Negative = -1 } public enum SlideDirection { Positive = 1, Negative = -1 }
[Header("Slide Settings")] [Header("Slide Settings")]
[Tooltip("Local axis the door slides along.")] [Tooltip("Axis in parent space (or world space if no parent) the door slides along.")]
[SerializeField] private SlideAxis axis = SlideAxis.X; [SerializeField] private SlideAxis axis = SlideAxis.X;
[Tooltip("Which way along the axis the door opens.")] [Tooltip("Which way along the axis the door opens.")]
@@ -36,7 +36,7 @@ public class SlidingDoor : MonoBehaviour
private void Awake() private void Awake()
{ {
m_closedPos = transform.localPosition; m_closedPos = transform.localPosition;
m_openPos = m_closedPos + GetSlideVector() * slideDistance; m_openPos = m_closedPos + GetParentSpaceSlideVector() * slideDistance;
if (startOpen) if (startOpen)
{ {
@@ -86,7 +86,7 @@ public class SlidingDoor : MonoBehaviour
Open(); Open();
} }
private Vector3 GetSlideVector() private Vector3 GetParentSpaceSlideVector()
{ {
float sign = (float)direction; float sign = (float)direction;
return axis switch return axis switch
@@ -98,14 +98,19 @@ public class SlidingDoor : MonoBehaviour
}; };
} }
private Vector3 GetWorldSpaceSlideVector()
{
return transform.parent != null
? transform.parent.TransformDirection(GetParentSpaceSlideVector()).normalized
: GetParentSpaceSlideVector().normalized;
}
#if UNITY_EDITOR #if UNITY_EDITOR
private void OnDrawGizmos() private void OnDrawGizmos()
{ {
Vector3 worldClosed = transform.parent != null Vector3 worldClosed = transform.position;
? transform.parent.TransformPoint(transform.localPosition)
: transform.position;
Vector3 slideVec = transform.TransformDirection(GetSlideVector()) * slideDistance; Vector3 slideVec = GetWorldSpaceSlideVector() * slideDistance;
Gizmos.color = Color.cyan; Gizmos.color = Color.cyan;
Gizmos.DrawLine(worldClosed, worldClosed + slideVec); Gizmos.DrawLine(worldClosed, worldClosed + slideVec);
Gizmos.DrawWireSphere(worldClosed + slideVec, 0.08f); Gizmos.DrawWireSphere(worldClosed + slideVec, 0.08f);

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@@ -0,0 +1,263 @@
using System;
using System.Collections;
using UnityEngine;
/// <summary>
/// Reusable subtitle player that renders and plays subtitle lines loaded from JSON.
/// </summary>
public class SubtitleSequencePlayer : MonoBehaviour
{
[Serializable]
private struct SubtitleLine
{
public string speaker;
public string text;
public float duration;
}
[Serializable]
private struct SubtitleFile
{
public SubtitleLine[] lines;
}
[Header("Optional Default Data")]
[Tooltip("Used only if trigger zone calls PlayDefault().")]
[SerializeField] private TextAsset defaultSubtitleJson;
[SerializeField] private float typewriterCharsPerSecond = 40f;
[SerializeField] private float fadeDuration = 0.2f;
[SerializeField] private float gapBetweenLines = 0.15f;
[Header("Visual")]
[SerializeField] private int fontSize = 28;
[SerializeField] private int speakerFontSize = 18;
[SerializeField] private float horizontalPadding = 28f;
[SerializeField] private float bottomOffset = 56f;
[SerializeField] private Color textColor = new Color(1f, 1f, 1f, 1f);
[SerializeField] private Color speakerColor = new Color(1f, 0.85f, 0.35f, 1f);
[SerializeField] private Color backgroundColor = new Color(0f, 0f, 0f, 0.62f);
private string m_currentSpeaker;
private string m_currentText;
private GUIStyle m_textStyle;
private GUIStyle m_speakerStyle;
private Texture2D m_background;
private bool m_isShowing;
private bool m_isPlaying;
private float m_alpha;
private SubtitleLine[] m_runtimeLines = Array.Empty<SubtitleLine>();
public bool IsPlaying => m_isPlaying;
public bool TryPlay(TextAsset subtitleJson, float initialDelay = 0f)
{
if (m_isPlaying)
return false;
if (!TryReadLinesFromJson(subtitleJson, out SubtitleLine[] parsedLines))
return false;
m_runtimeLines = parsedLines;
StartCoroutine(PlaySequence(initialDelay));
return true;
}
public bool PlayDefault(float initialDelay = 0f)
{
return TryPlay(defaultSubtitleJson, initialDelay);
}
private IEnumerator PlaySequence(float initialDelay)
{
m_isPlaying = true;
if (m_runtimeLines == null || m_runtimeLines.Length == 0)
{
m_isPlaying = false;
yield break;
}
if (initialDelay > 0f)
yield return new WaitForSeconds(initialDelay);
for (int i = 0; i < m_runtimeLines.Length; i++)
{
if (string.IsNullOrWhiteSpace(m_runtimeLines[i].text) || m_runtimeLines[i].duration <= 0f)
continue;
yield return StartCoroutine(ShowLine(m_runtimeLines[i]));
if (gapBetweenLines > 0f)
yield return new WaitForSeconds(gapBetweenLines);
}
m_currentSpeaker = string.Empty;
m_currentText = string.Empty;
m_isPlaying = false;
}
private bool TryReadLinesFromJson(TextAsset subtitleJson, out SubtitleLine[] parsedLines)
{
parsedLines = Array.Empty<SubtitleLine>();
if (subtitleJson == null || string.IsNullOrWhiteSpace(subtitleJson.text))
return false;
SubtitleFile file;
try
{
file = JsonUtility.FromJson<SubtitleFile>(subtitleJson.text);
}
catch
{
return false;
}
if (file.lines == null || file.lines.Length == 0)
return false;
parsedLines = file.lines;
return true;
}
private IEnumerator ShowLine(SubtitleLine line)
{
m_currentSpeaker = line.speaker;
m_currentText = string.Empty;
m_isShowing = true;
if (fadeDuration > 0f)
{
float fadeIn = 0f;
while (fadeIn < fadeDuration)
{
fadeIn += Time.deltaTime;
m_alpha = Mathf.Clamp01(fadeIn / fadeDuration);
yield return null;
}
}
else
{
m_alpha = 1f;
}
float typeTime = 0f;
int totalChars = line.text.Length;
int visibleChars = 0;
if (typewriterCharsPerSecond > 0f)
{
while (m_currentText.Length < totalChars)
{
typeTime += Time.deltaTime;
visibleChars = Mathf.Clamp(Mathf.FloorToInt(typeTime * typewriterCharsPerSecond), 0, totalChars);
m_currentText = line.text.Substring(0, visibleChars);
yield return null;
}
}
else
{
m_currentText = line.text;
}
float holdDuration = Mathf.Max(0f, line.duration - (typewriterCharsPerSecond > 0f ? typeTime : 0f));
if (holdDuration > 0f)
yield return new WaitForSeconds(holdDuration);
if (fadeDuration > 0f)
{
float fadeOut = fadeDuration;
while (fadeOut > 0f)
{
fadeOut -= Time.deltaTime;
m_alpha = Mathf.Clamp01(fadeOut / fadeDuration);
yield return null;
}
}
m_alpha = 0f;
m_isShowing = false;
}
private void OnGUI()
{
if (!m_isShowing || string.IsNullOrEmpty(m_currentText))
return;
EnsureStyles();
float maxWidth = Mathf.Min(Screen.width - 24f, 940f);
float textWidth = maxWidth - horizontalPadding * 2f;
float speakerHeight = string.IsNullOrEmpty(m_currentSpeaker)
? 0f
: m_speakerStyle.CalcHeight(new GUIContent(m_currentSpeaker), textWidth);
float textHeight = m_textStyle.CalcHeight(new GUIContent(string.IsNullOrEmpty(m_currentText) ? " " : m_currentText), textWidth);
float boxWidth = maxWidth;
float boxHeight = speakerHeight + textHeight + 28f;
float boxX = (Screen.width - boxWidth) * 0.5f;
float boxY = Screen.height - bottomOffset - boxHeight;
Rect boxRect = new Rect(boxX, boxY, boxWidth, boxHeight);
Color previousColor = GUI.color;
GUI.color = new Color(1f, 1f, 1f, m_alpha);
GUI.DrawTexture(boxRect, m_background);
float yOffset = boxRect.y + 10f;
if (!string.IsNullOrEmpty(m_currentSpeaker))
{
Rect speakerRect = new Rect(
boxRect.x + horizontalPadding,
yOffset,
textWidth,
speakerHeight);
GUI.Label(speakerRect, m_currentSpeaker, m_speakerStyle);
yOffset += speakerHeight + 2f;
}
Rect textRect = new Rect(
boxRect.x + horizontalPadding,
yOffset,
textWidth,
textHeight);
GUI.Label(textRect, m_currentText, m_textStyle);
GUI.color = previousColor;
}
private void EnsureStyles()
{
if (m_textStyle != null)
return;
m_background = new Texture2D(1, 1);
m_background.SetPixel(0, 0, backgroundColor);
m_background.Apply();
m_textStyle = new GUIStyle(GUI.skin.label)
{
alignment = TextAnchor.MiddleCenter,
fontSize = fontSize,
wordWrap = true,
richText = false,
clipping = TextClipping.Clip,
};
m_textStyle.normal.textColor = textColor;
m_speakerStyle = new GUIStyle(GUI.skin.label)
{
alignment = TextAnchor.MiddleCenter,
fontSize = speakerFontSize,
fontStyle = FontStyle.Bold,
wordWrap = false,
clipping = TextClipping.Clip,
};
m_speakerStyle.normal.textColor = speakerColor;
}
private void OnDestroy()
{
if (m_background != null)
Destroy(m_background);
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 4947743d7bc9b4589b9932d429517d3a

View File

@@ -0,0 +1,51 @@
using UnityEngine;
/// <summary>
/// Trigger zone that starts a subtitle JSON sequence on a linked SubtitleSequencePlayer.
/// Put this on the zone collider object, and link the player on your empty object.
/// </summary>
[RequireComponent(typeof(Collider))]
public class SubtitleTriggerZone : MonoBehaviour
{
[Header("References")]
[SerializeField] private SubtitleSequencePlayer subtitlePlayer;
[SerializeField] private TextAsset subtitleJson;
[Header("Playback")]
[SerializeField] private float initialDelay = 0f;
[SerializeField] private bool oneShot = true;
private bool m_hasPlayed;
private void Reset()
{
Collider col = GetComponent<Collider>();
col.isTrigger = true;
}
private void OnTriggerEnter(Collider other)
{
if (!IsPlayer(other))
return;
if (oneShot && m_hasPlayed)
return;
if (subtitlePlayer == null)
return;
if (subtitlePlayer.TryPlay(subtitleJson, initialDelay))
m_hasPlayed = true;
}
private bool IsPlayer(Collider other)
{
if (other.CompareTag("Player"))
return true;
if (other.GetComponentInParent<PlayerMovement>() != null)
return true;
return false;
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 33a33c65f75e2443383c2e29bd6bf5f1

View File

@@ -25,7 +25,7 @@
"initialStateCheck": true "initialStateCheck": true
}, },
{ {
"name": "Pickup", "name": "HeadInteract",
"type": "Button", "type": "Button",
"id": "5a0c555a-8fc4-4188-9eed-401eb8f017b5", "id": "5a0c555a-8fc4-4188-9eed-401eb8f017b5",
"expectedControlType": "", "expectedControlType": "",
@@ -100,7 +100,16 @@
"name": "Sprint", "name": "Sprint",
"type": "Button", "type": "Button",
"id": "641cd816-40e6-41b4-8c3d-04687c349290", "id": "641cd816-40e6-41b4-8c3d-04687c349290",
"expectedControlType": "Button", "expectedControlType": "",
"processors": "",
"interactions": "",
"initialStateCheck": false
},
{
"name": "Shift",
"type": "Button",
"id": "082f2b53-d4e1-4cc7-b174-c2975cd57d3f",
"expectedControlType": "",
"processors": "", "processors": "",
"interactions": "", "interactions": "",
"initialStateCheck": false "initialStateCheck": false
@@ -495,7 +504,7 @@
{ {
"name": "", "name": "",
"id": "05a519b8-f991-4f43-a438-fbe3db38625b", "id": "05a519b8-f991-4f43-a438-fbe3db38625b",
"path": "<Mouse>/rightButton", "path": "<Mouse>/leftButton",
"interactions": "", "interactions": "",
"processors": "", "processors": "",
"groups": ";Keyboard&Mouse", "groups": ";Keyboard&Mouse",
@@ -510,7 +519,18 @@
"interactions": "", "interactions": "",
"processors": "", "processors": "",
"groups": ";Keyboard&Mouse", "groups": ";Keyboard&Mouse",
"action": "Pickup", "action": "HeadInteract",
"isComposite": false,
"isPartOfComposite": false
},
{
"name": "",
"id": "768d31fb-914a-42c1-900b-45ff3725e46c",
"path": "<Keyboard>/shift",
"interactions": "",
"processors": "",
"groups": ";Touch;Keyboard&Mouse",
"action": "Shift",
"isComposite": false, "isComposite": false,
"isPartOfComposite": false "isPartOfComposite": false
} }

View File

@@ -0,0 +1,110 @@
using UnityEngine;
public class PlayerHeadController : MonoBehaviour
{
public Transform Head;
public Transform CameraTransform;
public float ThrowForce = 10f;
public float PickupDistance = 3f;
public bool isHoldingHead = true;
private Rigidbody m_headRigidbody;
private Vector3 m_headInitialLocalPos;
private Quaternion m_headInitialLocalRot;
private Animator animator;
private PlayerInputController input;
private void Awake()
{
animator = GetComponent<Animator>();
input = GetComponent<PlayerInputController>();
}
void Start()
{
Cursor.lockState = CursorLockMode.Locked;
m_headInitialLocalPos = Head.localPosition;
m_headInitialLocalRot = Head.localRotation;
}
void Update()
{
if (input.HeadInteractionPressed)
{
InteractHead();
}
if (input.ThrowPressed)
{
ThrowHead();
}
}
private void InteractHead()
{
if (!isHoldingHead)
TryPickupHead();
else
DropHead();
}
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()
{
if (!isHoldingHead)
return;
DropHead();
m_headRigidbody.AddForce(CameraTransform.forward * ThrowForce, ForceMode.Impulse);
}
private void TryPickupHead()
{
if (isHoldingHead)
return;
float distance = Vector3.Distance(transform.position, Head.position);
if (distance <= 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;
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 2da51dfecccc45b469912e3bb3f1953b

View File

@@ -0,0 +1,55 @@
using UnityEngine;
using UnityEngine.InputSystem;
public class PlayerInputController : MonoBehaviour
{
public InputActionAsset InputActions;
private InputAction m_moveAction;
private InputAction m_lookAction;
private InputAction m_jumpAction;
private InputAction m_throwAction;
private InputAction m_shiftAction;
private InputAction m_headInteractAction;
public Vector2 MoveAmount { get; private set; }
public Vector2 LookAmount { get; private set; }
public bool JumpPressed { get; private set; }
public bool ShiftPressed { get; private set; }
public bool ThrowPressed { get; private set; }
public bool HeadInteractionPressed { get; private set; }
private void Awake()
{
var map = InputActions.FindActionMap("Player");
m_moveAction = map.FindAction("Move");
m_lookAction = map.FindAction("Look");
m_jumpAction = map.FindAction("Jump");
m_shiftAction = map.FindAction("Shift");
m_throwAction = map.FindAction("Throw");
m_headInteractAction = map.FindAction("HeadInteract");
}
private void OnEnable()
{
InputActions.FindActionMap("Player").Enable();
}
private void OnDisable()
{
InputActions.FindActionMap("Player").Disable();
}
private void Update()
{
MoveAmount = m_moveAction.ReadValue<Vector2>();
LookAmount = m_lookAction.ReadValue<Vector2>();
ShiftPressed = m_shiftAction.IsPressed();
JumpPressed = m_jumpAction.WasPressedThisFrame();
ThrowPressed = m_throwAction.WasPressedThisFrame();
HeadInteractionPressed = m_headInteractAction.WasPressedThisFrame();
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 1d8f349ed7dc088a4a6e2690ee87094a

View File

@@ -0,0 +1,34 @@
using UnityEngine;
public class PlayerJump : MonoBehaviour
{
public float JumpForce = 5;
public Transform GroundCheck;
public float GroundCheckRadius = 0.2f;
private Rigidbody m_rigidbody;
private PlayerInputController input;
private void Awake()
{
m_rigidbody = GetComponent<Rigidbody>();
input = GetComponent<PlayerInputController>();
}
private void Update()
{
if (input.JumpPressed)
{
Jump();
}
}
public void Jump()
{
if (Physics.CheckSphere(GroundCheck.position, GroundCheckRadius, LayerMask.GetMask("Ground")))
{
m_rigidbody.AddForce(Vector3.up * JumpForce, ForceMode.Impulse);
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 9c524d12bc1668e42a00cbd8050107f6

View File

@@ -0,0 +1,57 @@
using UnityEngine;
public class PlayerLook : MonoBehaviour
{
public Transform CameraTransform;
public Transform Head;
public float RotateSpeed = 5;
public float MaxLookAngle = 90f;
private float m_verticalRotation = 0f;
private Rigidbody m_rigidbody;
private PlayerInputController input;
private PlayerHeadController headController;
private void Awake()
{
m_rigidbody = GetComponent<Rigidbody>();
input = GetComponent<PlayerInputController>();
headController = GetComponent<PlayerHeadController>();
}
private void FixedUpdate()
{
Vector2 m_lookAmt = input.LookAmount;
if (m_lookAmt.magnitude <= 0.01f)
return;
if (!headController.isHoldingHead || input.ShiftPressed && headController.isHoldingHead)
{
float headRotation = m_lookAmt.x * RotateSpeed * Time.deltaTime;
Head.Rotate(0, headRotation, 0);
if (CameraTransform != null)
{
m_verticalRotation -= m_lookAmt.y * RotateSpeed * Time.deltaTime;
m_verticalRotation = Mathf.Clamp(m_verticalRotation, -MaxLookAngle, MaxLookAngle);
CameraTransform.localRotation = Quaternion.Euler(m_verticalRotation, 0, 0);
}
}
else
{
float horizontalRotation = m_lookAmt.x * RotateSpeed * Time.deltaTime;
Quaternion deltaRotation = Quaternion.Euler(0, horizontalRotation, 0);
m_rigidbody.MoveRotation(m_rigidbody.rotation * deltaRotation);
if (CameraTransform != null)
{
m_verticalRotation -= m_lookAmt.y * RotateSpeed * Time.deltaTime;
m_verticalRotation = Mathf.Clamp(m_verticalRotation, -MaxLookAngle, MaxLookAngle);
CameraTransform.localRotation = Quaternion.Euler(m_verticalRotation, 0, 0);
}
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 6c1ddada0161b8c4783806ef6775348a

View File

@@ -1,216 +1,74 @@
using TMPro;
using UnityEngine; using UnityEngine;
using UnityEngine.InputSystem;
public class PlayerMovement : MonoBehaviour public class PlayerMovement : MonoBehaviour
{ {
public InputActionAsset InputActions;
private InputAction m_moveAction;
private InputAction m_lookAction;
private InputAction m_jumpAction;
private InputAction m_throwAction;
private InputAction m_pickupAction;
private Vector2 m_moveAmt;
private Vector2 m_lookAmt;
private Rigidbody m_rigidbody;
[Header("Camera/Head")]
public Transform CameraTransform;
public float MaxLookAngle = 90f;
private float m_verticalRotation = 0f;
public float WalkSpeed = 10; public float WalkSpeed = 10;
public float RotateSpeed = 5; public float rotationSpeed = 10f;
public float JumpForce = 5;
public Transform GroundCheck;
public float GroundCheckRadius = 0.2f;
public Animator animator; public Animator animator;
public Transform cameraTransform;
[Header("Head Settings")] private Rigidbody m_rigidbody;
public Transform Head; private PlayerInputController input;
public float ThrowForce = 10f; private PlayerHeadController headController;
public float PickupDistance = 3f;
private bool m_isHeadThrown = false; private Vector3 moveDirection;
private Rigidbody m_headRigidbody;
private Vector3 m_headInitialLocalPos;
private Quaternion m_headInitialLocalRot;
private void Awake() private void Awake()
{ {
var map = InputActions.FindActionMap("Player");
m_moveAction = map.FindAction("Move");
m_lookAction = map.FindAction("Look");
m_jumpAction = map.FindAction("Jump");
// Support both old and new action names without breaking the scene setup.
m_throwAction = map.FindAction("Throw") ?? map.FindAction("Attack");
m_pickupAction = map.FindAction("Pickup") ?? map.FindAction("Interact");
m_rigidbody = GetComponent<Rigidbody>(); m_rigidbody = GetComponent<Rigidbody>();
input = GetComponent<PlayerInputController>();
animator = GetComponent<Animator>(); animator = GetComponent<Animator>();
} headController = GetComponent<PlayerHeadController>();
private void OnEnable() if (m_rigidbody != null)
{ {
InputActions.FindActionMap("Player").Enable(); m_rigidbody.freezeRotation = true;
} }
private void OnDisable()
{
InputActions.FindActionMap("Player").Disable();
}
void Start()
{
Cursor.lockState = CursorLockMode.Locked;
m_headInitialLocalPos = Head.localPosition;
m_headInitialLocalRot = Head.localRotation;
}
private void Update()
{
m_moveAmt = m_moveAction != null ? m_moveAction.ReadValue<Vector2>() : Vector2.zero;
m_lookAmt = m_lookAction != null ? m_lookAction.ReadValue<Vector2>() : Vector2.zero;
if (m_jumpAction != null && m_jumpAction.WasPressedThisFrame())
{
Jump();
}
if (m_throwAction != null && m_throwAction.WasPressedThisFrame())
{
ThrowHead();
}
if (m_pickupAction != null && (m_pickupAction.WasPressedThisFrame() || m_pickupAction.WasPerformedThisFrame()))
{
TryPickupHead();
}
} }
private void FixedUpdate() private void FixedUpdate()
{ {
Walking(); Vector2 m_moveAmt = input.MoveAmount;
Rotating();
}
private void Walking() float horizontal = m_moveAmt.x;
float vertical = m_moveAmt.y;
Vector3 cameraForward = cameraTransform.forward;
Vector3 cameraRight = cameraTransform.right;
cameraForward.y = 0f;
cameraRight.y = 0f;
cameraForward.Normalize();
cameraRight.Normalize();
moveDirection = (cameraForward * vertical + cameraRight * horizontal).normalized;
if (headController.isHoldingHead)
{ {
Vector3 move =
transform.forward * m_moveAmt.y +
transform.right * m_moveAmt.x;
m_rigidbody.MovePosition( m_rigidbody.MovePosition(
m_rigidbody.position + move * WalkSpeed * Time.deltaTime m_rigidbody.position + Time.deltaTime * WalkSpeed * moveDirection
); );
}
else
{
if (moveDirection.magnitude >= 0.1f)
{
m_rigidbody.MovePosition(
m_rigidbody.position + Time.deltaTime * WalkSpeed * moveDirection
);
Quaternion targetRotation = Quaternion.LookRotation(moveDirection);
transform.rotation = Quaternion.Slerp(
transform.rotation,
targetRotation,
rotationSpeed * Time.deltaTime
);
}
}
bool isMoving = m_moveAmt.magnitude > 0.1f; bool isMoving = m_moveAmt.magnitude > 0.1f;
animator.SetBool("isWalking", isMoving); animator.SetBool("isWalking", isMoving);
} }
private void Rotating()
{
if (m_lookAmt.magnitude <= 0.01f)
return;
if (!m_isHeadThrown)
{
// NORMAL BODY ROTATION
float horizontalRotation = m_lookAmt.x * RotateSpeed * Time.deltaTime;
Quaternion deltaRotation = Quaternion.Euler(0, horizontalRotation, 0);
m_rigidbody.MoveRotation(m_rigidbody.rotation * deltaRotation);
if (CameraTransform != null)
{
m_verticalRotation -= m_lookAmt.y * RotateSpeed * Time.deltaTime;
m_verticalRotation = Mathf.Clamp(m_verticalRotation, -MaxLookAngle, MaxLookAngle);
CameraTransform.localRotation = Quaternion.Euler(m_verticalRotation, 0, 0);
}
}
else
{
// HEAD ROTATION ON GROUND
float headRotation = m_lookAmt.x * RotateSpeed * Time.deltaTime;
Head.Rotate(0, headRotation, 0);
// Add vertical camera rotation when head is on ground
if (CameraTransform != null)
{
m_verticalRotation -= m_lookAmt.y * RotateSpeed * Time.deltaTime;
m_verticalRotation = Mathf.Clamp(m_verticalRotation, -MaxLookAngle, MaxLookAngle);
CameraTransform.localRotation = Quaternion.Euler(m_verticalRotation, 0, 0);
}
}
}
public void Jump()
{
if (Physics.CheckSphere(GroundCheck.position, GroundCheckRadius, LayerMask.GetMask("Ground"))) {
m_rigidbody.AddForce(Vector3.up * JumpForce, ForceMode.Impulse);
}
}
private void ThrowHead()
{
if (m_isHeadThrown)
return;
animator.SetTrigger("Throw");
m_isHeadThrown = true;
Head.SetParent(null);
m_headRigidbody = Head.gameObject.AddComponent<Rigidbody>();
m_headRigidbody.mass = 1f;
m_headRigidbody.constraints =
RigidbodyConstraints.FreezeRotationX |
RigidbodyConstraints.FreezeRotationZ;
m_headRigidbody.AddForce(CameraTransform.forward * ThrowForce, ForceMode.Impulse);
}
private void TryPickupHead()
{
if (!m_isHeadThrown)
return;
float distance = Vector3.Distance(transform.position, Head.position);
if (distance <= PickupDistance)
{
PickupHead();
}
}
private void PickupHead()
{
m_isHeadThrown = false;
// Remove Rigidbody
if (m_headRigidbody != null)
{
Destroy(m_headRigidbody);
}
// Reattach to player
Head.SetParent(transform);
// Reset position & rotation
Head.localPosition = m_headInitialLocalPos;
Head.localRotation = m_headInitialLocalRot;
}
} }

View File

@@ -1,2 +1,2 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: 1d8f349ed7dc088a4a6e2690ee87094a guid: 7f91586e8c2742341aa8f6925e597bf1

View File

@@ -0,0 +1,216 @@
//using TMPro;
//using UnityEngine;
//using UnityEngine.InputSystem;
//public class PlayerMovement : MonoBehaviour
//{
// public InputActionAsset InputActions;
// private InputAction m_moveAction;
// private InputAction m_lookAction;
// private InputAction m_jumpAction;
// private InputAction m_throwAction;
// private InputAction m_pickupAction;
// private Vector2 m_moveAmt;
// private Vector2 m_lookAmt;
// private Rigidbody m_rigidbody;
// [Header("Camera/Head")]
// public Transform CameraTransform;
// public float MaxLookAngle = 90f;
// private float m_verticalRotation = 0f;
// public float WalkSpeed = 10;
// public float RotateSpeed = 5;
// public float JumpForce = 5;
// public Transform GroundCheck;
// public float GroundCheckRadius = 0.2f;
// public Animator animator;
// [Header("Head Settings")]
// public Transform Head;
// public float ThrowForce = 10f;
// public float PickupDistance = 3f;
// private bool m_isHeadThrown = false;
// private Rigidbody m_headRigidbody;
// private Vector3 m_headInitialLocalPos;
// private Quaternion m_headInitialLocalRot;
// private void Awake()
// {
// var map = InputActions.FindActionMap("Player");
// m_moveAction = map.FindAction("Move");
// m_lookAction = map.FindAction("Look");
// m_jumpAction = map.FindAction("Jump");
// m_throwAction = map.FindAction("Throw");
// m_pickupAction = map.FindAction("Pickup");
// m_rigidbody = GetComponent<Rigidbody>();
// animator = GetComponent<Animator>();
// }
// private void OnEnable()
// {
// InputActions.FindActionMap("Player").Enable();
// }
// private void OnDisable()
// {
// InputActions.FindActionMap("Player").Disable();
// }
// void Start()
// {
// Cursor.lockState = CursorLockMode.Locked;
// m_headInitialLocalPos = Head.localPosition;
// m_headInitialLocalRot = Head.localRotation;
// }
// private void Update()
// {
// m_moveAmt = m_moveAction.ReadValue<Vector2>();
// m_lookAmt = m_lookAction.ReadValue<Vector2>();
// if (m_jumpAction.WasPressedThisFrame())
// {
// Jump();
// }
// if (m_throwAction.WasPressedThisFrame())
// {
// ThrowHead();
// }
// if (m_pickupAction.WasPressedThisFrame())
// {
// TryPickupHead();
// }
// }
// private void FixedUpdate()
// {
// Walking();
// Rotating();
// }
// private void Walking()
// {
// Vector3 move =
// transform.forward * m_moveAmt.y +
// transform.right * m_moveAmt.x;
// m_rigidbody.MovePosition(
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// );
// bool isMoving = m_moveAmt.magnitude > 0.1f;
// animator.SetBool("isWalking", isMoving);
// }
// private void Rotating()
// {
// if (m_lookAmt.magnitude <= 0.01f)
// return;
// if (!m_isHeadThrown)
// {
// NORMAL BODY ROTATION
// float horizontalRotation = m_lookAmt.x * RotateSpeed * Time.deltaTime;
// Quaternion deltaRotation = Quaternion.Euler(0, horizontalRotation, 0);
// m_rigidbody.MoveRotation(m_rigidbody.rotation * deltaRotation);
// if (CameraTransform != null)
// {
// m_verticalRotation -= m_lookAmt.y * RotateSpeed * Time.deltaTime;
// m_verticalRotation = Mathf.Clamp(m_verticalRotation, -MaxLookAngle, MaxLookAngle);
// CameraTransform.localRotation = Quaternion.Euler(m_verticalRotation, 0, 0);
// }
// }
// else
// {
// HEAD ROTATION ON GROUND
// float headRotation = m_lookAmt.x * RotateSpeed * Time.deltaTime;
// Head.Rotate(0, headRotation, 0);
// Add vertical camera rotation when head is on ground
// if (CameraTransform != null)
// {
// m_verticalRotation -= m_lookAmt.y * RotateSpeed * Time.deltaTime;
// m_verticalRotation = Mathf.Clamp(m_verticalRotation, -MaxLookAngle, MaxLookAngle);
// CameraTransform.localRotation = Quaternion.Euler(m_verticalRotation, 0, 0);
// }
// }
// }
// public void Jump()
// {
// if (Physics.CheckSphere(GroundCheck.position, GroundCheckRadius, LayerMask.GetMask("Ground")))
// {
// m_rigidbody.AddForce(Vector3.up * JumpForce, ForceMode.Impulse);
// }
// }
// private void ThrowHead()
// {
// if (m_isHeadThrown)
// return;
// animator.SetTrigger("Throw");
// m_isHeadThrown = true;
// Head.SetParent(null);
// m_headRigidbody = Head.gameObject.AddComponent<Rigidbody>();
// m_headRigidbody.mass = 1f;
// m_headRigidbody.constraints =
// RigidbodyConstraints.FreezeRotationX |
// RigidbodyConstraints.FreezeRotationZ;
// m_headRigidbody.AddForce(CameraTransform.forward * ThrowForce, ForceMode.Impulse);
// }
// private void TryPickupHead()
// {
// if (!m_isHeadThrown)
// return;
// float distance = Vector3.Distance(transform.position, Head.position);
// if (distance <= PickupDistance)
// {
// PickupHead();
// }
// }
// private void PickupHead()
// {
// m_isHeadThrown = false;
// Remove Rigidbody
// if (m_headRigidbody != null)
// {
// Destroy(m_headRigidbody);
// }
// Reattach to player
// Head.SetParent(transform);
// Reset position & rotation
// Head.localPosition = m_headInitialLocalPos;
// Head.localRotation = m_headInitialLocalRot;
// }
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Copyright (c) 2011, Vernon Adams (vern@newtypography.co.uk),
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This Font Software is licensed under the SIL Open Font License, Version 1.1.
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http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
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.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
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
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
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included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
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Copyright (c) 2010 by vernon adams (vern@newtypography.co.uk),
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SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
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open framework in which fonts may be shared and improved in partnership
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redistributed freely as long as they are not sold by themselves. The
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redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
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
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include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
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"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
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new environment.
"Author" refers to any designer, engineer, programmer, technical
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PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
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redistribute, and sell modified and unmodified copies of the Font
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1) Neither the Font Software nor any of its individual components,
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distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
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Copyright (c) 2011-2012, Vernon Adams (vern@newtypography.co.uk), with Reserved Font Names 'Oswald'
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
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.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
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
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
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Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
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2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
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Apache License
Version 2.0, January 2004
http://www.apache.org/licenses/
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
1. Definitions.
"License" shall mean the terms and conditions for use, reproduction,
and distribution as defined by Sections 1 through 9 of this document.
"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
control with that entity. For the purposes of this definition,
"control" means (i) the power, direct or indirect, to cause the
direction or management of such entity, whether by contract or
otherwise, or (ii) ownership of fifty percent (50%) or more of the
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.
"Object" form shall mean any form resulting from mechanical
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"
means any form of electronic, verbal, or written communication sent
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
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Copyright (c) 2020-2021, Unity, with Reserved Font Names 'Unity'
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
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-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
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