70 Commits

Author SHA1 Message Date
Pierre Ryssen
cc82294cd9 feat: add packages 2026-03-30 17:26:36 +02:00
Pierre Ryssen
280626bf6b merge feat/level/create-level-1 : keep the most recent 2026-03-30 17:23:31 +02:00
66b8ea1c3f git: Merge pull request 'fix/dev-room' (#5) from fix/dev-room into Prototype
Reviewed-on: #5
Reviewed-by: BoxOfPandor <thibault.pouch@crowmate.fr>
Reviewed-by: clement <clement.augustinowick@crowmate.fr>
2026-03-17 10:49:58 +01:00
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
187c4fbf61 fix: debug cube for sliding door 2026-03-15 20:52:01 +01:00
Thibault Pouch
935b4c089a refactor : modify the box colider for invisible wall 2026-03-13 13:48:15 +01:00
timote koenig
bf80659d7b fix: center head / player 2026-03-13 13:19:35 +01:00
timote koenig
4f19d135df fix: can't interact with head and roof 2026-03-13 13:11:23 +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
Thibault Pouch
7d7b288b4f chore : remove arrow 2026-03-13 10:25:23 +01:00
Thibault Pouch
e1d520e9fb build : remove the build files 2026-03-13 10:17:13 +01:00
Thibault Pouch
efea27a503 build : add build file 2026-03-13 09:56:41 +01:00
Thibault Pouch
4c9436ae74 refactor : add no_frixtion for bottom shelf 2026-03-13 09:54:56 +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
Thibault Pouch
0892ac9de3 refactor : add wall for door 2026-03-13 09:36:36 +01:00
Thibault Pouch
18a12a11a5 refactor : modify the wall 2026-03-13 09:33:46 +01:00
Thibault Pouch
7daba4cb56 Refactor : remake the prefab 2026-03-13 09:31:27 +01:00
timote koenig
46c1094b7f feat: clement image and smaller pedestal 2026-03-13 09:12:53 +01:00
timote koenig
43792c347e feat: Antoine Image 2026-03-12 18:56:22 +01:00
timote koenig
ee621dfc24 feat: end room with Crowmate 2026-03-12 18:46:17 +01:00
timote koenig
09acac00c7 fix: save the scene 2026-03-12 16:57:48 +01:00
timote koenig
e506bce879 fix: strange raction with head, and bigger pressure plate 2026-03-12 16:55:03 +01:00
Thibault Pouch
08b051de1c feat : create prefab of each room 2026-03-12 15:14:48 +01:00
Thibault Pouch
8ed3a97669 chore : remove final scene and rename work scene 2026-03-12 15:04:14 +01:00
Thibault Pouch
4d5af9b60f refactor : modify startup game 2026-03-12 14:51:42 +01:00
Thibault Pouch
66a8ca6e49 refactor : make the player slitly bigger 2026-03-12 14:04:56 +01:00
Thibault Pouch
fb76786cf9 feat : add new player 2026-03-12 13:34:48 +01:00
Thibault Pouch
a28f6287be git : Merge branch 'Prototype' into feat/level/create-level-1 2026-03-12 13:27:55 +01:00
Thibault Pouch
c3c487999d refactor : move room 3 2026-03-12 13:20:56 +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
Thibault Pouch
eee022fa5f refactor : modify the shelf 2026-03-12 10:09:56 +01:00
Thibault Pouch
bf59556985 feat : add text for the code order of button 2026-03-12 09:40:49 +01:00
Thibault Pouch
4593b3714c refactor : add number of each button 2026-03-12 09:36:26 +01:00
Thibault Pouch
530e9e0bd2 feat : add TextMeshPro 2026-03-12 09:36:02 +01:00
Thibault Pouch
47dc0b3886 feat : add subtilte for the room 1 and 2 2026-03-12 09:21:02 +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
e92cbe1f4b refactor : update scene 2026-03-11 14:59:28 +01:00
Thibault Pouch
421df26822 feat : add a pedestal 2026-03-11 14:57:54 +01:00
Thibault Pouch
467dabc2f6 feat : add button and puzzle logic 2026-03-11 14:48:16 +01:00
Thibault Pouch
f4137c8b04 feat: add BigDoor prefab and update references in Level01_Work scene 2026-03-11 14:10:03 +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
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
Thibault Pouch
4c6f8f0768 refactor : add sliding door for room 3 2026-03-10 10:34:01 +01:00
Thibault Pouch
c20993a512 refactor : add slinding door and pressure plate for room 1 2026-03-10 10:30:01 +01:00
Thibault Pouch
4a3811f72e refactor : structure for improved readability and maintainability 2026-03-10 10:23:26 +01:00
Thibault Pouch
da530e2083 feat : Add Dev_trans_grey material and its meta file 2026-03-10 09:49:41 +01:00
Thibault Pouch
f8ef2c1c0e feat : Add Level01 scene meta file to project 2026-03-10 09:49:36 +01:00
448 changed files with 153810 additions and 138940 deletions

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- Project name: HeadlessHazard - Project name: HeadlessHazard
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- Active game object: - Active game object:
- Name: GroundCheck - Name: Button_3
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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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@@ -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);

View File

@@ -32,6 +32,8 @@ public class WallInteractButton : MonoBehaviour
private Vector3 m_buttonPressedPos; private Vector3 m_buttonPressedPos;
private bool m_isVisuallyPressed; private bool m_isVisuallyPressed;
public PlayerHeadController headController;
private void Reset() private void Reset()
{ {
Collider col = GetComponent<Collider>(); Collider col = GetComponent<Collider>();
@@ -49,7 +51,7 @@ public class WallInteractButton : MonoBehaviour
private void Update() 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(); TryInteract();
} }

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 2e7b9c54377674993a7922f84e9cfcce
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -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": "",
@@ -504,7 +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",
@@ -519,7 +519,7 @@
"interactions": "", "interactions": "",
"processors": "", "processors": "",
"groups": ";Keyboard&Mouse", "groups": ";Keyboard&Mouse",
"action": "Pickup", "action": "HeadInteract",
"isComposite": false, "isComposite": false,
"isPartOfComposite": false "isPartOfComposite": false
}, },

View File

@@ -5,10 +5,12 @@ public class PlayerHeadController : MonoBehaviour
public Transform Head; public Transform Head;
public Transform CameraTransform; public Transform CameraTransform;
public float ThrowForce = 10f; public Transform BodyTransform;
public float PickupDistance = 3f;
public bool isHoldingHead = true;
public float ThrowForce;
public float PickupDistance;
public bool isHoldingHead;
private Rigidbody m_headRigidbody; private Rigidbody m_headRigidbody;
@@ -28,28 +30,39 @@ public class PlayerHeadController : MonoBehaviour
{ {
Cursor.lockState = CursorLockMode.Locked; Cursor.lockState = CursorLockMode.Locked;
m_headInitialLocalPos = Head.localPosition; Vector3 offset = new Vector3(0f, -0.5f, 0.5f);
m_headInitialLocalRot = Head.localRotation;
m_headInitialLocalPos = BodyTransform.localPosition + offset;
m_headInitialLocalRot = BodyTransform.localRotation;
m_headRigidbody = Head.GetComponent<Rigidbody>();
Head.SetParent(null);
} }
void Update() void Update()
{ {
if (input.HeadInteractionPressed)
{
InteractHead();
}
if (input.ThrowPressed) if (input.ThrowPressed)
{ {
ThrowHead(); ThrowHead();
} }
if (input.PickupPressed)
{
TryPickupHead();
}
} }
private void ThrowHead() private void InteractHead()
{ {
if (!isHoldingHead) if (!isHoldingHead)
return; TryPickupHead();
else
DropHead();
}
private void DropHead()
{
Debug.Log("DropHead");
animator.SetTrigger("Throw"); animator.SetTrigger("Throw");
isHoldingHead = false; isHoldingHead = false;
@@ -63,6 +76,15 @@ public class PlayerHeadController : MonoBehaviour
RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationX |
RigidbodyConstraints.FreezeRotationZ | RigidbodyConstraints.FreezeRotationZ |
RigidbodyConstraints.FreezeRotationY; RigidbodyConstraints.FreezeRotationY;
}
private void ThrowHead()
{
Debug.Log("ThrowHead");
if (!isHoldingHead)
return;
DropHead();
m_headRigidbody.AddForce(CameraTransform.forward * ThrowForce, ForceMode.Impulse); m_headRigidbody.AddForce(CameraTransform.forward * ThrowForce, ForceMode.Impulse);
} }
@@ -82,6 +104,7 @@ public class PlayerHeadController : MonoBehaviour
private void PickupHead() private void PickupHead()
{ {
Debug.Log("PickupHead");
isHoldingHead = true; isHoldingHead = true;
if (m_headRigidbody != null) if (m_headRigidbody != null)

View File

@@ -1,6 +1,5 @@
using UnityEngine; using UnityEngine;
using UnityEngine.InputSystem; using UnityEngine.InputSystem;
using UnityEngine.Windows;
public class PlayerInputController : MonoBehaviour public class PlayerInputController : MonoBehaviour
{ {
@@ -10,8 +9,8 @@ public class PlayerInputController : MonoBehaviour
private InputAction m_lookAction; private InputAction m_lookAction;
private InputAction m_jumpAction; private InputAction m_jumpAction;
private InputAction m_throwAction; private InputAction m_throwAction;
private InputAction m_pickupAction;
private InputAction m_shiftAction; private InputAction m_shiftAction;
private InputAction m_headInteractAction;
public Vector2 MoveAmount { get; private set; } public Vector2 MoveAmount { get; private set; }
public Vector2 LookAmount { get; private set; } public Vector2 LookAmount { get; private set; }
@@ -19,7 +18,7 @@ public class PlayerInputController : MonoBehaviour
public bool JumpPressed { get; private set; } public bool JumpPressed { get; private set; }
public bool ShiftPressed { get; private set; } public bool ShiftPressed { get; private set; }
public bool ThrowPressed { get; private set; } public bool ThrowPressed { get; private set; }
public bool PickupPressed { get; private set; } public bool HeadInteractionPressed { get; private set; }
private void Awake() private void Awake()
{ {
@@ -30,7 +29,7 @@ public class PlayerInputController : MonoBehaviour
m_jumpAction = map.FindAction("Jump"); m_jumpAction = map.FindAction("Jump");
m_shiftAction = map.FindAction("Shift"); m_shiftAction = map.FindAction("Shift");
m_throwAction = map.FindAction("Throw"); m_throwAction = map.FindAction("Throw");
m_pickupAction = map.FindAction("Pickup"); m_headInteractAction = map.FindAction("HeadInteract");
} }
private void OnEnable() private void OnEnable()
@@ -51,6 +50,6 @@ public class PlayerInputController : MonoBehaviour
ShiftPressed = m_shiftAction.IsPressed(); ShiftPressed = m_shiftAction.IsPressed();
JumpPressed = m_jumpAction.WasPressedThisFrame(); JumpPressed = m_jumpAction.WasPressedThisFrame();
ThrowPressed = m_throwAction.WasPressedThisFrame(); ThrowPressed = m_throwAction.WasPressedThisFrame();
PickupPressed = m_pickupAction.WasPressedThisFrame(); HeadInteractionPressed = m_headInteractAction.WasPressedThisFrame();
} }
} }

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 3952fe191e7e945b3ba35d76408a51a6
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View 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
}
]
}

View File

@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 1e42d860d90034c58a6600de98c72204
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View 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
}
]
}

View File

@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 7c5bd5fd82b7a498aa62659593ea5cef
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -13,10 +13,9 @@ GameObject:
- component: {fileID: 489735366413190748} - component: {fileID: 489735366413190748}
- component: {fileID: 6101101176935368636} - component: {fileID: 6101101176935368636}
- component: {fileID: 6700426716916120764} - component: {fileID: 6700426716916120764}
- component: {fileID: 5678899781269647745}
- component: {fileID: 7552511637356990312} - component: {fileID: 7552511637356990312}
m_Layer: 0 m_Layer: 0
m_Name: TestBlock m_Name: IndicatorBlock
m_TagString: Untagged m_TagString: Untagged
m_Icon: {fileID: 0} m_Icon: {fileID: 0}
m_NavMeshLayer: 0 m_NavMeshLayer: 0
@@ -303,7 +302,7 @@ MeshRenderer:
m_RenderingLayerMask: 1 m_RenderingLayerMask: 1
m_RendererPriority: 0 m_RendererPriority: 0
m_Materials: m_Materials:
- {fileID: 2100000, guid: c22777d6e868e4f2fb421913386b154e, type: 2} - {fileID: 2100000, guid: 31321ba15b8f8eb4c954353edc038b1d, type: 2}
m_StaticBatchInfo: m_StaticBatchInfo:
firstSubMesh: 0 firstSubMesh: 0
subMeshCount: 0 subMeshCount: 0
@@ -335,28 +334,6 @@ MeshFilter:
m_PrefabAsset: {fileID: 0} m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 2408983304096713058} m_GameObject: {fileID: 2408983304096713058}
m_Mesh: {fileID: 0} m_Mesh: {fileID: 0}
--- !u!64 &5678899781269647745
MeshCollider:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 2408983304096713058}
m_Material: {fileID: 0}
m_IncludeLayers:
serializedVersion: 2
m_Bits: 0
m_ExcludeLayers:
serializedVersion: 2
m_Bits: 0
m_LayerOverridePriority: 0
m_IsTrigger: 0
m_ProvidesContacts: 0
m_Enabled: 1
serializedVersion: 5
m_Convex: 0
m_CookingOptions: 30
m_Mesh: {fileID: 0}
--- !u!114 &7552511637356990312 --- !u!114 &7552511637356990312
MonoBehaviour: MonoBehaviour:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0

View File

@@ -12,11 +12,14 @@ GameObject:
- component: {fileID: 5140597600133624551} - component: {fileID: 5140597600133624551}
- component: {fileID: 3884605895522482221} - component: {fileID: 3884605895522482221}
- component: {fileID: 16871832050785725} - component: {fileID: 16871832050785725}
- component: {fileID: 8512140229507148937} - component: {fileID: 7987102888823411772}
- component: {fileID: 6734862024670495346}
- component: {fileID: 6921400718617286756} - component: {fileID: 6921400718617286756}
m_Layer: 0 m_Layer: 0
m_Name: Door <<<<<<<< HEAD:Assets/Level/Prefabs/World/MovingDoor.prefab
m_Name: MovingDoor
========
m_Name: BigDoor
>>>>>>>> feat/level/create-level-1:Assets/Level/Prefabs/Interactives/BigDoor.prefab
m_TagString: Untagged m_TagString: Untagged
m_Icon: {fileID: 0} m_Icon: {fileID: 0}
m_NavMeshLayer: 0 m_NavMeshLayer: 0
@@ -30,7 +33,7 @@ Transform:
m_PrefabAsset: {fileID: 0} m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 6922175388650039756} m_GameObject: {fileID: 6922175388650039756}
serializedVersion: 2 serializedVersion: 2
m_LocalRotation: {x: -0, y: 0.7071068, z: -0, w: 0.7071068} m_LocalRotation: {x: 0, y: 0.7071068, z: 0, w: 0.7071068}
m_LocalPosition: {x: -0.82162, y: 0, z: 0.17412949} m_LocalPosition: {x: -0.82162, y: 0, z: 0.17412949}
m_LocalScale: {x: 1, y: 1, z: 1} m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0 m_ConstrainProportionsScale: 0
@@ -249,7 +252,7 @@ MonoBehaviour:
m_PreserveMeshAssetOnDestroy: 0 m_PreserveMeshAssetOnDestroy: 0
assetGuid: assetGuid:
m_Mesh: {fileID: 0} m_Mesh: {fileID: 0}
m_VersionIndex: 23 m_VersionIndex: 95
m_IsSelectable: 1 m_IsSelectable: 1
m_SelectedFaces: m_SelectedFaces:
m_SelectedEdges: [] m_SelectedEdges: []
@@ -269,7 +272,7 @@ MonoBehaviour:
m_Shape: m_Shape:
rid: 1325630791375913023 rid: 1325630791375913023
m_ShapeRotation: {x: 0, y: 0, z: 0, w: 1} m_ShapeRotation: {x: 0, y: 0, z: 0, w: 1}
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Copyright (c) 2011, Vernon Adams (vern@newtypography.co.uk),
with Reserved Font Name Anton.
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,
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,
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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Copyright (c) 2010 by vernon adams (vern@newtypography.co.uk),
with Reserved Font Name Bangers.
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,
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,
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
OTHER DEALINGS IN THE FONT SOFTWARE.

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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,
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,
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
OTHER DEALINGS IN THE FONT SOFTWARE.

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Apache License
Version 2.0, January 2004
http://www.apache.org/licenses/
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
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"License" shall mean the terms and conditions for use, reproduction,
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APPENDIX: How to apply the Apache License to your work.
To apply the Apache License to your work, attach the following
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See the License for the specific language governing permissions and
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This font is licensed under the Apache License, Version 2.0.
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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:
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,
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
OTHER DEALINGS IN THE FONT SOFTWARE.

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