1 Commits

Author SHA1 Message Date
Thibault Pouch
f0baf1b4d4 fix : make all object a boxcolider instead of mesh 2026-03-10 21:17:34 +01:00
562 changed files with 182496 additions and 162966 deletions

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View File

@@ -1,188 +0,0 @@
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
}

View File

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

View File

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

View File

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

View File

@@ -32,8 +32,6 @@ public class WallInteractButton : MonoBehaviour
private Vector3 m_buttonPressedPos;
private bool m_isVisuallyPressed;
public PlayerHeadController headController;
private void Reset()
{
Collider col = GetComponent<Collider>();
@@ -51,7 +49,7 @@ public class WallInteractButton : MonoBehaviour
private void Update()
{
if (!headController.isHoldingHead && m_playerInRange && Keyboard.current != null && Keyboard.current[interactKey].wasPressedThisFrame)
if (m_playerInRange && Keyboard.current != null && Keyboard.current[interactKey].wasPressedThisFrame)
{
TryInteract();
}

View File

@@ -144,13 +144,12 @@ public class SubtitleSequencePlayer : MonoBehaviour
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);
int visibleChars = Mathf.Clamp(Mathf.FloorToInt(typeTime * typewriterCharsPerSecond), 0, totalChars);
m_currentText = line.text.Substring(0, visibleChars);
yield return null;
}

View File

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

View File

@@ -1,120 +0,0 @@
using UnityEngine;
public class PlayerHeadController : MonoBehaviour
{
public Transform Head;
public Transform CameraTransform;
public Transform BodyTransform;
public float ThrowForce;
public float PickupDistance;
public bool isHoldingHead;
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;
Vector3 offset = new Vector3(0f, -0.5f, 0.5f);
m_headInitialLocalPos = BodyTransform.localPosition + offset;
m_headInitialLocalRot = BodyTransform.localRotation;
m_headRigidbody = Head.GetComponent<Rigidbody>();
Head.SetParent(null);
}
void Update()
{
if (input.HeadInteractionPressed)
{
InteractHead();
}
if (input.ThrowPressed)
{
ThrowHead();
}
}
private void InteractHead()
{
if (!isHoldingHead)
TryPickupHead();
else
DropHead();
}
private void DropHead()
{
Debug.Log("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()
{
Debug.Log("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()
{
Debug.Log("PickupHead");
isHoldingHead = true;
if (m_headRigidbody != null)
{
Destroy(m_headRigidbody);
}
Head.SetParent(transform);
Head.localPosition = m_headInitialLocalPos;
Head.localRotation = m_headInitialLocalRot;
}
}

View File

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

View File

@@ -1,55 +0,0 @@
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

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

View File

@@ -1,34 +0,0 @@
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

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

View File

@@ -1,57 +0,0 @@
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

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

View File

@@ -1,74 +1,216 @@
using TMPro;
using UnityEngine;
using UnityEngine.InputSystem;
public class PlayerMovement : MonoBehaviour
{
public float WalkSpeed = 10;
public float rotationSpeed = 10f;
public InputActionAsset InputActions;
public Animator animator;
public Transform cameraTransform;
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;
private PlayerInputController input;
private PlayerHeadController headController;
private Vector3 moveDirection;
[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()
{
m_rigidbody = GetComponent<Rigidbody>();
input = GetComponent<PlayerInputController>();
animator = GetComponent<Animator>();
headController = GetComponent<PlayerHeadController>();
var map = InputActions.FindActionMap("Player");
if (m_rigidbody != null)
{
m_rigidbody.freezeRotation = true;
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>();
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 != 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()
{
Vector2 m_moveAmt = input.MoveAmount;
Walking();
Rotating();
}
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)
private void Walking()
{
Vector3 move =
transform.forward * m_moveAmt.y +
transform.right * m_moveAmt.x;
m_rigidbody.MovePosition(
m_rigidbody.position + Time.deltaTime * WalkSpeed * moveDirection
m_rigidbody.position + move * WalkSpeed * Time.deltaTime
);
}
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;
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

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//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;
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// 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(
// m_rigidbody.position + move * WalkSpeed * Time.deltaTime
// );
// 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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{
"lines": [
{
"speaker": "SYSTEME",
"text": "...Ici, quelque chose cloche.",
"duration": 2.5
},
{
"speaker": "SYSTEME",
"text": "Reste calme. Observe la piece.",
"duration": 2.5
},
{
"speaker": "SYSTEME",
"text": "Trouve une sortie.",
"duration": 2.2
}
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{
"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
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{
"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
}
]
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<<<<<<<< HEAD:Assets/Level/Prefabs/World/MovingDoor.prefab
m_Name: MovingDoor
========
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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
OTHER DEALINGS IN THE FONT SOFTWARE.

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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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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,
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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.
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Name(s) unless explicit written permission is granted by the corresponding
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presented to the users.
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Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
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5) The Font Software, modified or unmodified, in part or in whole,
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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
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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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