84 Commits

Author SHA1 Message Date
timote koenig
9926d6c24f fix: remove merge confilct from PC_Renderer.asset 2026-04-23 13:51:06 +02:00
3a758bb245 Merge pull request 'feat/add-throwable-items' (#9) from feat/add-throwable-items into Prototype
Reviewed-on: #9
Reviewed-by: BoxOfPandor <thibault.pouch@crowmate.fr>
2026-04-06 21:50:27 +02:00
Pierre Ryssen
0554662c32 fix: change the typo 'teh' into 'the' in the throw script 2026-03-31 22:03:32 +02:00
Pierre Ryssen
e42114602a test: add throwable items in the dev room 2026-03-31 22:01:29 +02:00
Pierre Ryssen
f593bc2e20 perf: add a grabbable layer and set all things that can be grab in one file 2026-03-31 20:54:44 +02:00
Pierre Ryssen
cac96fd09f feat: add throwable boxs and set it as prefab 2026-03-30 23:49:36 +02:00
Pierre Ryssen
fcb0f813dd fix: sync the prototype 2026-03-30 18:01:33 +02:00
Pierre Ryssen
175162fccf Merge branch 'feat/add-juices' into Prototype 2026-03-30 17:55:17 +02:00
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
Pierre Ryssen
bf59f9b2da assets: mobile_RPAsset 2026-03-30 16:41:02 +02:00
Pierre Ryssen
9183a4e687 recovery: set the recovery 2026-03-30 16:40:04 +02:00
Pierre Ryssen
d0d5fccc37 feat (vision): remove the crt 2026-03-30 16:16:30 +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
faf2f92521 feat: add editor-specific quit functionality to RetroMainMenuUI 2026-03-13 21:25:34 +01:00
Thibault Pouch
ffa489db0d fix : error in the menu and rename files 2026-03-13 21:23:42 +01:00
Thibault Pouch
53fd617abe feat: add RetroMainMenuUI script and associated meta file for main menu functionality 2026-03-13 19:28:19 +01:00
Thibault Pouch
64b2d63799 refactor: update text wrapping mode in RobotBootSequence and clean up CRTRendererFeature 2026-03-13 19:28:03 +01:00
Thibault Pouch
f42463176f feat: add robot boot sequence with input control management 2026-03-13 18:58:15 +01:00
Thibault Pouch
ab434be65f feat : add a cathodic efect on the player cam 2026-03-13 18:38:48 +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
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
461 changed files with 165774 additions and 7976 deletions

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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;
int buttonIndex = i;
UnityAction action = () => OnButtonPressed(buttonIndex);
m_cachedListeners[i] = action;
button.OnInteract.AddListener(action);
}
}
private void UnregisterAllButtons()
{
if (buttons == null)
return;
for (int i = 0; i < buttons.Length; i++)
{
WallInteractButton button = buttons[i];
if (button == null)
continue;
if (m_cachedListeners != null && i < m_cachedListeners.Length && m_cachedListeners[i] != null)
button.OnInteract.RemoveListener(m_cachedListeners[i]);
}
m_cachedListeners = null;
m_progress = 0;
}
private void OnButtonPressed(int buttonIndex)
{
Log($"Button pressed: index {buttonIndex}");
if (m_isSolved && lockAfterSolved)
{
Log("Puzzle already solved and locked.");
return;
}
if (!IsSequenceValid())
{
Log("Invalid sequence configuration.");
return;
}
int expectedIndex = requiredSequence[m_progress];
Log($"Expected button index: {expectedIndex} (step {m_progress + 1}/{requiredSequence.Length})");
if (buttonIndex == expectedIndex)
{
m_progress++;
Log($"Correct input. Progress: {m_progress}/{requiredSequence.Length}");
if (m_progress >= requiredSequence.Length)
{
SolvePuzzle();
}
return;
}
if (resetOnWrongPress)
{
Log("Wrong input. Resetting sequence and turning puzzle blocks OFF.");
m_progress = 0;
SetAllBlocksOff();
return;
}
Log("Wrong input, but resetOnWrongPress is disabled.");
}
private bool IsSequenceValid()
{
if (requiredSequence == null || requiredSequence.Length == 0)
return false;
if (buttons == null || buttons.Length == 0)
return false;
for (int i = 0; i < requiredSequence.Length; i++)
{
int index = requiredSequence[i];
if (index < 0 || index >= buttons.Length)
return false;
}
return true;
}
private void SolvePuzzle()
{
m_isSolved = true;
m_progress = 0;
Log("Sequence completed. Opening door.");
if (targetDoor != null)
targetDoor.Open();
}
private void SetAllBlocksOff()
{
if (puzzleBlocks == null)
return;
for (int i = 0; i < puzzleBlocks.Length; i++)
{
if (puzzleBlocks[i] == null)
continue;
puzzleBlocks[i].SetOff();
}
}
private void Log(string message)
{
if (!enableDebugLogs)
return;
Debug.Log($"[{nameof(ButtonSequenceDoorPuzzle)}] {message}", this);
}
#if UNITY_EDITOR
private void OnValidate()
{
if (requiredSequence == null)
return;
for (int i = 0; i < requiredSequence.Length; i++)
{
requiredSequence[i] = Math.Max(0, requiredSequence[i]);
}
}
#endif
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
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View File

@@ -0,0 +1,72 @@
using UnityEngine;
public class BoxPickup : MonoBehaviour
{
public Transform PlayerTransform;
public Transform CameraTransform;
public Transform HandTransform;
public float ThrowForce = 10f;
public float PickupDistance = 5f;
private bool isHeld;
private Rigidbody m_rigidbody;
private PlayerInputController input;
void Start()
{
m_rigidbody = GetComponent<Rigidbody>();
input = PlayerTransform.GetComponent<PlayerInputController>();
}
void Update()
{
if (input.InteractPressed)
{
if (!isHeld)
TryPickup();
else
Drop();
}
if (input.ThrowPressed)
Throw();
}
private void TryPickup()
{
Collider[] hits = Physics.OverlapSphere(PlayerTransform.position, PickupDistance);
foreach (Collider hit in hits)
{
if (hit.transform == transform) {
Pickup();
return;
}
}
}
private void Pickup()
{
isHeld = true;
m_rigidbody.isKinematic = true;
transform.SetParent(HandTransform);
transform.localPosition = Vector3.zero;
transform.localRotation = Quaternion.identity;
}
private void Drop()
{
isHeld = false;
transform.SetParent(null);
m_rigidbody.isKinematic = false;
}
private void Throw()
{
if (!isHeld)
return;
Drop();
m_rigidbody.AddForce(PlayerTransform.forward * ThrowForce, ForceMode.Impulse);
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
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View File

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

View File

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@@ -0,0 +1,262 @@
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;
if (typewriterCharsPerSecond > 0f)
{
while (m_currentText.Length < totalChars)
{
typeTime += Time.deltaTime;
int 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

@@ -2,16 +2,25 @@ using UnityEngine;
public class PlayerHeadController : MonoBehaviour
{
[Header("Head")]
public Transform Head;
public Transform CameraTransform;
public Transform BodyTransform;
public float ThrowForce;
public float PickupDistance;
public bool isHoldingHead;
public float ThrowForce = 10f;
public float PickupDistance = 3f;
[Header("Grabbable")]
public Transform HandTransform; // in the future hand maybe grab items but for now its an empty object
public float ItemThrowForce = 10f;
public float ItemPickupDistance = 5f;
public bool isHoldingHead = true;
private bool isHoldingItem;
private Rigidbody m_itemRigidbody;
private Collider m_itemCollider;
private Transform m_currentItem;
private Rigidbody m_headRigidbody;
private Vector3 m_headInitialLocalPos;
private Quaternion m_headInitialLocalRot;
@@ -28,21 +37,31 @@ public class PlayerHeadController : MonoBehaviour
{
Cursor.lockState = CursorLockMode.Locked;
m_headInitialLocalPos = Head.localPosition;
m_headInitialLocalRot = Head.localRotation;
Vector3 offset = new Vector3(0f, -0.5f, 0.5f);
m_headInitialLocalPos = BodyTransform.localPosition + offset;
m_headInitialLocalRot = BodyTransform.localRotation;
m_headRigidbody = Head.GetComponent<Rigidbody>();
Head.SetParent(null);
}
void Update()
{
if (input.HeadInteractionPressed)
{
InteractHead();
}
if (input.ThrowPressed)
{
if (input.ThrowPressed && isHoldingHead)
ThrowHead();
if (input.InteractPressed)
{
if (!isHoldingItem)
TryPickupItem();
else
DropItem();
}
if (input.ThrowPressed && isHoldingItem)
ThrowItem();
}
private void InteractHead()
@@ -53,58 +72,84 @@ public class PlayerHeadController : MonoBehaviour
DropHead();
}
private void DropHead()
{
animator.SetTrigger("Throw");
isHoldingHead = false;
Head.SetParent(null);
m_headRigidbody = Head.gameObject.AddComponent<Rigidbody>();
m_headRigidbody.mass = 1f;
m_headRigidbody.constraints =
RigidbodyConstraints.FreezeRotationX |
RigidbodyConstraints.FreezeRotationZ |
RigidbodyConstraints.FreezeRotationY;
}
private void ThrowHead()
{
if (!isHoldingHead)
return;
DropHead();
m_headRigidbody.AddForce(CameraTransform.forward * ThrowForce, ForceMode.Impulse);
}
private void TryPickupHead()
{
if (isHoldingHead)
if (isHoldingHead || isHoldingItem)
return;
float distance = Vector3.Distance(transform.position, Head.position);
if (distance <= PickupDistance)
{
if (Vector3.Distance(transform.position, Head.position) <= PickupDistance)
PickupHead();
}
}
private void PickupHead()
{
isHoldingHead = true;
if (m_headRigidbody != null)
{
Destroy(m_headRigidbody);
}
Head.SetParent(transform);
Head.localPosition = m_headInitialLocalPos;
Head.localRotation = m_headInitialLocalRot;
}
private void DropHead()
{
animator.SetTrigger("Throw");
isHoldingHead = false;
Head.SetParent(null);
m_headRigidbody = Head.gameObject.AddComponent<Rigidbody>();
m_headRigidbody.mass = 1f;
m_headRigidbody.constraints =
RigidbodyConstraints.FreezeRotationX |
RigidbodyConstraints.FreezeRotationZ |
RigidbodyConstraints.FreezeRotationY;
}
private void ThrowHead()
{
DropHead();
m_headRigidbody.AddForce(CameraTransform.forward * ThrowForce, ForceMode.Impulse);
}
private void TryPickupItem()
{
if (isHoldingHead || isHoldingItem)
return;
int grabbableLayer = LayerMask.GetMask("Grabbable");
Collider[] hits = Physics.OverlapSphere(transform.position, ItemPickupDistance, grabbableLayer);
foreach (Collider hit in hits)
{
m_currentItem = hit.transform;
m_itemRigidbody = hit.GetComponent<Rigidbody>();
m_itemCollider = hit.GetComponent<Collider>();
PickupItem();
return;
}
}
private void PickupItem()
{
isHoldingItem = true;
m_itemRigidbody.isKinematic = true;
m_itemCollider.enabled = false;
m_currentItem.SetParent(HandTransform);
m_currentItem.localPosition = Vector3.zero;
m_currentItem.localRotation = Quaternion.identity;
}
private void DropItem()
{
isHoldingItem = false;
m_currentItem.SetParent(null);
m_itemRigidbody.isKinematic = false;
m_itemCollider.enabled = true;
m_currentItem = null;
}
private void ThrowItem()
{
DropItem();
m_itemRigidbody.AddForce(BodyTransform.forward * ItemThrowForce, ForceMode.Impulse);
}
}

View File

@@ -4,22 +4,27 @@ using UnityEngine.InputSystem;
public class PlayerInputController : MonoBehaviour
{
public InputActionAsset InputActions;
public bool InputEnabled { get; private set; } = true;
private InputAction m_moveAction;
private InputAction m_lookAction;
private InputAction m_jumpAction;
private InputAction m_throwAction;
private InputAction m_shiftAction;
private InputAction m_interactAction;
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 InteractPressed { get; private set; }
public bool HeadInteractionPressed { get; private set; }
private void Awake()
{
var map = InputActions.FindActionMap("Player");
@@ -29,7 +34,9 @@ public class PlayerInputController : MonoBehaviour
m_jumpAction = map.FindAction("Jump");
m_shiftAction = map.FindAction("Shift");
m_throwAction = map.FindAction("Throw");
m_interactAction = map.FindAction("Interact");
m_headInteractAction = map.FindAction("HeadInteract");
}
private void OnEnable()
@@ -44,12 +51,30 @@ public class PlayerInputController : MonoBehaviour
private void Update()
{
if (!InputEnabled)
{
MoveAmount = Vector2.zero;
LookAmount = Vector2.zero;
ShiftPressed = false;
JumpPressed = false;
ThrowPressed = false;
InteractPressed = false;
HeadInteractionPressed = false;
return;
}
MoveAmount = m_moveAction.ReadValue<Vector2>();
LookAmount = m_lookAction.ReadValue<Vector2>();
ShiftPressed = m_shiftAction.IsPressed();
JumpPressed = m_jumpAction.WasPressedThisFrame();
ThrowPressed = m_throwAction.WasPressedThisFrame();
InteractPressed = m_interactAction.WasPressedThisFrame();
HeadInteractionPressed = m_headInteractAction.WasPressedThisFrame();
}
public void SetInputEnabled(bool enabled)
{
InputEnabled = enabled;
}
}

View File

@@ -0,0 +1,264 @@
using System.Collections;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class RobotBootSequence : MonoBehaviour
{
[Header("References")]
public PlayerInputController InputController;
public Transform CameraTransform;
[Header("Timing")]
public bool PlayOnStart = true;
[Min(0.1f)] public float BootDuration = 2.4f;
[Min(0.1f)] public float CharacterPerSecond = 40f;
[Min(0f)] public float LinePause = 0.35f;
[Min(0f)] public float DelayBeforeReveal = 0.4f;
[Header("Motion")]
public Vector2 StartYawPitch = new Vector2(-30f, -20f);
public float RollWobble = 2.5f;
public float WobbleFrequency = 16f;
public AnimationCurve EaseCurve = AnimationCurve.EaseInOut(0f, 0f, 1f, 1f);
[Header("Boot Text")]
public Color BootTextColor = new Color(0.62f, 1f, 0.7f, 1f);
public string[] BootLines =
{
"UNIT SB-3954 | preparing startup . . .",
"verification of OS-5 . . . 4 . . . 3 . . . 2 . . . 1",
"system integrity: OK",
"motor bus: OK",
"vision pipeline: ONLINE",
"SYSTEM OK"
};
[Header("Optional Audio")]
public AudioSource BootAudioSource;
private bool m_IsPlaying;
private struct BootUI
{
public Canvas Canvas;
public RectTransform LeftPanel;
public RectTransform RightPanel;
public TextMeshProUGUI Text;
}
private void Awake()
{
if (InputController == null)
{
InputController = GetComponent<PlayerInputController>();
}
}
private void Start()
{
if (PlayOnStart)
{
StartCoroutine(PlayBootSequence());
}
}
[ContextMenu("Play Boot Sequence")]
public void PlayBootSequenceFromMenu()
{
if (!Application.isPlaying || m_IsPlaying)
{
return;
}
StartCoroutine(PlayBootSequence());
}
public IEnumerator PlayBootSequence()
{
if (m_IsPlaying)
{
yield break;
}
m_IsPlaying = true;
if (InputController != null)
{
InputController.SetInputEnabled(false);
}
if (BootAudioSource != null)
{
BootAudioSource.Play();
}
if (CameraTransform == null)
{
m_IsPlaying = false;
if (InputController != null)
{
InputController.SetInputEnabled(true);
}
yield break;
}
Quaternion gameplayRotation = CameraTransform.localRotation;
Quaternion fromRotation = Quaternion.Euler(StartYawPitch.y, StartYawPitch.x, 0f) * gameplayRotation;
CameraTransform.localRotation = fromRotation;
BootUI bootUI = CreateBootUI();
yield return StartCoroutine(PlayBootText(bootUI.Text));
if (DelayBeforeReveal > 0f)
{
yield return new WaitForSeconds(DelayBeforeReveal);
}
float elapsed = 0f;
while (elapsed < BootDuration)
{
elapsed += Time.deltaTime;
float t = Mathf.Clamp01(elapsed / BootDuration);
float eased = EaseCurve.Evaluate(t);
float wobbleFade = 1f - eased;
float roll = Mathf.Sin(Time.time * WobbleFrequency) * RollWobble * wobbleFade;
Quaternion wobbleRotation = Quaternion.Euler(0f, 0f, roll);
CameraTransform.localRotation = Quaternion.Slerp(fromRotation, gameplayRotation, eased) * wobbleRotation;
RectTransform rootRect = bootUI.Canvas.GetComponent<RectTransform>();
float halfWidth = rootRect.rect.width * 0.5f;
float leftTarget = -(halfWidth + 24f);
float rightTarget = halfWidth + 24f;
bootUI.LeftPanel.anchoredPosition = new Vector2(Mathf.Lerp(0f, leftTarget, eased), 0f);
bootUI.RightPanel.anchoredPosition = new Vector2(Mathf.Lerp(0f, rightTarget, eased), 0f);
Color textColor = bootUI.Text.color;
textColor.a = 1f - eased;
bootUI.Text.color = textColor;
yield return null;
}
CameraTransform.localRotation = gameplayRotation;
if (bootUI.Canvas != null)
{
Destroy(bootUI.Canvas.gameObject);
}
if (InputController != null)
{
InputController.SetInputEnabled(true);
}
m_IsPlaying = false;
}
private IEnumerator PlayBootText(TextMeshProUGUI label)
{
if (label == null || BootLines == null || BootLines.Length == 0)
{
yield break;
}
label.text = string.Empty;
float charDelay = CharacterPerSecond <= 0f ? 0f : 1f / CharacterPerSecond;
for (int i = 0; i < BootLines.Length; i++)
{
string line = BootLines[i];
for (int c = 0; c < line.Length; c++)
{
label.text += line[c];
if (charDelay > 0f)
{
yield return new WaitForSeconds(charDelay);
}
}
if (i < BootLines.Length - 1)
{
label.text += "\n";
}
if (LinePause > 0f)
{
yield return new WaitForSeconds(LinePause);
}
}
}
private BootUI CreateBootUI()
{
BootUI ui = new BootUI();
GameObject canvasGO = new GameObject("RobotBootCanvas", typeof(Canvas), typeof(CanvasScaler), typeof(GraphicRaycaster));
Canvas canvas = canvasGO.GetComponent<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
canvas.sortingOrder = 5000;
CanvasScaler scaler = canvasGO.GetComponent<CanvasScaler>();
scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
scaler.referenceResolution = new Vector2(1920f, 1080f);
scaler.matchWidthOrHeight = 0.5f;
RectTransform root = canvasGO.GetComponent<RectTransform>();
root.anchorMin = Vector2.zero;
root.anchorMax = Vector2.one;
root.offsetMin = Vector2.zero;
root.offsetMax = Vector2.zero;
RectTransform leftPanel = CreatePanel("LeftPanel", root, true);
RectTransform rightPanel = CreatePanel("RightPanel", root, false);
TextMeshProUGUI label = CreateBootLabel(root);
ui.Canvas = canvas;
ui.LeftPanel = leftPanel;
ui.RightPanel = rightPanel;
ui.Text = label;
return ui;
}
private RectTransform CreatePanel(string panelName, RectTransform parent, bool isLeft)
{
GameObject panelGO = new GameObject(panelName, typeof(RectTransform), typeof(Image));
RectTransform rect = panelGO.GetComponent<RectTransform>();
rect.SetParent(parent, false);
rect.anchorMin = isLeft ? new Vector2(0f, 0f) : new Vector2(0.5f, 0f);
rect.anchorMax = isLeft ? new Vector2(0.5f, 1f) : new Vector2(1f, 1f);
rect.pivot = new Vector2(0.5f, 0.5f);
rect.offsetMin = Vector2.zero;
rect.offsetMax = Vector2.zero;
rect.anchoredPosition = Vector2.zero;
Image image = panelGO.GetComponent<Image>();
image.color = Color.black;
return rect;
}
private TextMeshProUGUI CreateBootLabel(RectTransform parent)
{
GameObject textGO = new GameObject("BootText", typeof(RectTransform), typeof(TextMeshProUGUI));
RectTransform rect = textGO.GetComponent<RectTransform>();
rect.SetParent(parent, false);
rect.anchorMin = new Vector2(0.13f, 0.5f);
rect.anchorMax = new Vector2(0.13f, 0.5f);
rect.pivot = new Vector2(0f, 0.5f);
rect.sizeDelta = new Vector2(980f, 380f);
TextMeshProUGUI text = textGO.GetComponent<TextMeshProUGUI>();
text.text = string.Empty;
text.fontSize = 40f;
text.alignment = TextAlignmentOptions.Left;
text.color = BootTextColor;
text.textWrappingMode = TextWrappingModes.Normal;
return text;
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 6ef6855cd57b4f94b47f410d47e89ff1
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 97a4ae8015df4732ac9524441048a765
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,123 @@
// using UnityEngine;
// using UnityEngine.Rendering;
// using UnityEngine.Rendering.RenderGraphModule;
// using UnityEngine.Rendering.RenderGraphModule.Util;
// using UnityEngine.Rendering.Universal;
// public class CRTRendererFeature : ScriptableRendererFeature
// {
// [System.Serializable]
// public class CRTSettings
// {
// public bool EffectEnabled = true;
// public RenderPassEvent PassEvent = RenderPassEvent.AfterRenderingPostProcessing;
// public Shader CRTShader;
// [Range(0f, 1f)] public float Intensity = 0.65f;
// [Range(0f, 2f)] public float ScanlineDensity = 1.2f;
// [Range(0f, 1f)] public float ScanlineStrength = 0.18f;
// [Range(0f, 0.2f)] public float Curvature = 0.04f;
// [Range(0f, 1f)] public float VignetteStrength = 0.28f;
// [Range(0f, 0.05f)] public float ChromaticAberration = 0.004f;
// [Range(0f, 0.2f)] public float NoiseStrength = 0.03f;
// [Range(0f, 0.1f)] public float FlickerStrength = 0.015f;
// }
// class CRTPass : ScriptableRenderPass
// {
// private Material m_Material;
// private CRTSettings m_Settings;
// public void Setup(Material material, CRTSettings settings)
// {
// m_Material = material;
// m_Settings = settings;
// renderPassEvent = settings.PassEvent;
// requiresIntermediateTexture = true;
// }
// public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
// {
// if (m_Material == null || m_Settings == null || !m_Settings.EffectEnabled)
// {
// return;
// }
// UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
// if (resourceData.isActiveTargetBackBuffer)
// {
// return;
// }
// m_Material.SetFloat("_Intensity", m_Settings.Intensity);
// m_Material.SetFloat("_ScanlineDensity", m_Settings.ScanlineDensity);
// m_Material.SetFloat("_ScanlineStrength", m_Settings.ScanlineStrength);
// m_Material.SetFloat("_Curvature", m_Settings.Curvature);
// m_Material.SetFloat("_VignetteStrength", m_Settings.VignetteStrength);
// m_Material.SetFloat("_ChromaticAberration", m_Settings.ChromaticAberration);
// m_Material.SetFloat("_NoiseStrength", m_Settings.NoiseStrength);
// m_Material.SetFloat("_FlickerStrength", m_Settings.FlickerStrength);
// TextureHandle source = resourceData.activeColorTexture;
// TextureDesc destinationDesc = renderGraph.GetTextureDesc(source);
// destinationDesc.name = "CameraColor-CRT";
// destinationDesc.clearBuffer = false;
// TextureHandle destination = renderGraph.CreateTexture(destinationDesc);
// RenderGraphUtils.BlitMaterialParameters blitParams = new(source, destination, m_Material, 0);
// renderGraph.AddBlitPass(blitParams, "CRT Effect");
// resourceData.cameraColor = destination;
// }
// public void Dispose()
// {
// // RenderGraph path does not allocate persistent RTHandles in this pass.
// }
// }
// public CRTSettings Settings = new();
// private CRTPass m_Pass;
// private Material m_Material;
// public override void Create()
// {
// if (Settings.CRTShader == null)
// {
// Settings.CRTShader = Shader.Find("Hidden/HeadlessHazard/CRT");
// }
// if (Settings.CRTShader != null)
// {
// m_Material = CoreUtils.CreateEngineMaterial(Settings.CRTShader);
// }
// m_Pass ??= new CRTPass();
// }
// public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
// {
// if (m_Material == null || !Settings.EffectEnabled)
// {
// return;
// }
// if (renderingData.cameraData.cameraType != CameraType.Game)
// {
// return;
// }
// m_Pass.Setup(m_Material, Settings);
// renderer.EnqueuePass(m_Pass);
// }
// protected override void Dispose(bool disposing)
// {
// m_Pass?.Dispose();
// m_Pass = null;
// CoreUtils.Destroy(m_Material);
// m_Material = null;
// }
// }

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 4f2de7a6cfbd47c8bc740d43bb991205
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: e88664529cd503644b2b92f055895969
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,379 @@
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
using TMPro;
#if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem.UI;
#endif
public class RetroMainMenuUI : MonoBehaviour
{
private Canvas m_MenuCanvas;
private bool m_MenuActive;
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
private static void Bootstrap()
{
if (Object.FindFirstObjectByType<RetroMainMenuUI>() != null)
{
return;
}
GameObject root = new("RetroMainMenuUI");
root.AddComponent<RetroMainMenuUI>();
}
private void Awake()
{
m_MenuActive = true;
Time.timeScale = 0f;
ApplyMenuCursorState();
BuildMenu();
EnsureEventSystem();
UnityEngine.SceneManagement.SceneManager.sceneLoaded += OnSceneLoaded;
}
private void OnDestroy()
{
UnityEngine.SceneManagement.SceneManager.sceneLoaded -= OnSceneLoaded;
}
private void OnSceneLoaded(UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode mode)
{
// Check again when the scene finishes loading to remove any baked-in duplicate EventSystems
EnsureEventSystem();
}
private void LateUpdate()
{
if (!m_MenuActive)
{
return;
}
// Some gameplay scripts lock the cursor during Start/Update.
// Force menu cursor state while the menu is active.
ApplyMenuCursorState();
}
private void BuildMenu()
{
Color bgColor = HexToColor("001e26");
Color panelColor = HexToColor("517567");
Color titleColor = HexToColor("f3d58d");
Color TextNormalColor = HexToColor("eb9843");
Color textWarningColor = HexToColor("c12204");
Color shadowColor = HexToColor("520805");
GameObject canvasObject = new("MainMenuCanvas");
Canvas canvas = canvasObject.AddComponent<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
canvas.sortingOrder = 10000;
m_MenuCanvas = canvas;
CanvasScaler scaler = canvasObject.AddComponent<CanvasScaler>();
scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
scaler.referenceResolution = new Vector2(1920f, 1080f);
scaler.matchWidthOrHeight = 0.5f;
canvasObject.AddComponent<GraphicRaycaster>();
// Background
GameObject background = CreateImage("Background", canvasObject.transform, bgColor);
StretchToFull(background.GetComponent<RectTransform>());
// Decorative horizontal lines (scanline aesthetic)
CreateLine("TopLine", background.transform, new Rect(0, -60, 0, 4), panelColor, AnchorPreset.TopStretch);
CreateLine("BotLine", background.transform, new Rect(0, 60, 0, 4), panelColor, AnchorPreset.BottomStretch);
// --- LEFT PANEL ---
GameObject leftPanel = new GameObject("LeftPanel", typeof(RectTransform));
leftPanel.transform.SetParent(canvasObject.transform, false);
RectTransform leftRect = leftPanel.GetComponent<RectTransform>();
leftRect.anchorMin = new Vector2(0.08f, 0.1f);
leftRect.anchorMax = new Vector2(0.45f, 0.9f);
leftRect.offsetMin = Vector2.zero;
leftRect.offsetMax = Vector2.zero;
// Title
TextMeshProUGUI titleText = CreateTMP("Title", leftPanel.transform, "HEADLESS HAZARD", titleColor, 72, TextAlignmentOptions.BottomLeft);
RectTransform titleRect = titleText.GetComponent<RectTransform>();
titleRect.anchorMin = new Vector2(0f, 0.85f);
titleRect.anchorMax = new Vector2(1f, 1f);
titleRect.offsetMin = Vector2.zero;
titleRect.offsetMax = Vector2.zero;
titleText.fontStyle = FontStyles.Bold;
// Title Shadow
TextMeshProUGUI titleShadow = CreateTMP("TitleShadow", leftPanel.transform, "HEADLESS HAZARD", shadowColor, 72, TextAlignmentOptions.BottomLeft);
RectTransform shadowRect = titleShadow.GetComponent<RectTransform>();
shadowRect.anchorMin = new Vector2(0f, 0.85f);
shadowRect.anchorMax = new Vector2(1f, 1f);
shadowRect.offsetMin = new Vector2(4f, -4f); // apply drop shadow offset
shadowRect.offsetMax = new Vector2(4f, -4f);
titleShadow.fontStyle = FontStyles.Bold;
titleShadow.transform.SetSiblingIndex(0); // push behind title
// Subtitle / Decorative Status
TextMeshProUGUI subText = CreateTMP("Subtitle", leftPanel.transform, "SYSTEM_BOOT // OS.ACTIVE_ ", panelColor, 20, TextAlignmentOptions.TopLeft);
RectTransform subRect = subText.GetComponent<RectTransform>();
subRect.anchorMin = new Vector2(0f, 0.80f);
subRect.anchorMax = new Vector2(1f, 0.85f);
subRect.offsetMin = Vector2.zero;
subRect.offsetMax = Vector2.zero;
// Button Group
GameObject buttonGroup = new("ButtonGroup", typeof(RectTransform), typeof(VerticalLayoutGroup));
buttonGroup.transform.SetParent(leftPanel.transform, false);
RectTransform groupRect = buttonGroup.GetComponent<RectTransform>();
groupRect.anchorMin = new Vector2(0f, 0f);
groupRect.anchorMax = new Vector2(1f, 0.65f);
groupRect.offsetMin = Vector2.zero;
groupRect.offsetMax = Vector2.zero;
VerticalLayoutGroup layout = buttonGroup.GetComponent<VerticalLayoutGroup>();
layout.childAlignment = TextAnchor.UpperLeft;
layout.spacing = 16f;
layout.childControlWidth = true;
layout.childControlHeight = false;
CreateTextButton(buttonGroup.transform, "> INITIALIZE_PLAY", TextNormalColor, titleColor, () =>
{
Debug.Log("Play clicked.");
OnPlayClicked();
});
CreateTextButton(buttonGroup.transform, "> CONFIGURE_PARAMS", TextNormalColor, titleColor, () =>
{
Debug.Log("Options clicked.");
});
CreateTextButton(buttonGroup.transform, "> TERMINATE_PROCESS", TextNormalColor, textWarningColor, () =>
{
Debug.Log("Quit clicked.");
#if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false;
#else
Application.Quit();
#endif
});
// --- RIGHT PANEL (Level Info) ---
GameObject rightPanel = new GameObject("RightPanel", typeof(RectTransform));
rightPanel.transform.SetParent(canvasObject.transform, false);
RectTransform rightRect = rightPanel.GetComponent<RectTransform>();
rightRect.anchorMin = new Vector2(0.55f, 0.4f);
rightRect.anchorMax = new Vector2(0.92f, 0.82f);
rightRect.offsetMin = Vector2.zero;
rightRect.offsetMax = Vector2.zero;
// Right side Border lines
CreateLine("R_Top", rightPanel.transform, new Rect(0, 0, 0, 2), panelColor, AnchorPreset.TopStretch);
CreateLine("R_Bot", rightPanel.transform, new Rect(0, 0, 0, 2), panelColor, AnchorPreset.BottomStretch);
CreateLine("R_Left", rightPanel.transform, new Rect(0, 0, 2, 0), panelColor, AnchorPreset.LeftStretch);
CreateLine("R_Right", rightPanel.transform, new Rect(0, 0, 2, 0), panelColor, AnchorPreset.RightStretch);
// Right Panel Headers
TextMeshProUGUI headerText = CreateTMP("LevelHeader", rightPanel.transform, "CURRENT_SECTOR", panelColor, 24, TextAlignmentOptions.TopLeft);
headerText.GetComponent<RectTransform>().anchorMin = new Vector2(0f, 1f);
headerText.GetComponent<RectTransform>().anchorMax = new Vector2(1f, 1f);
headerText.GetComponent<RectTransform>().anchoredPosition = new Vector2(20f, -20f);
// Big Level Text
TextMeshProUGUI levelText = CreateTMP("LevelNumber", rightPanel.transform, "LEVEL 01", textWarningColor, 140, TextAlignmentOptions.Center);
StretchToFull(levelText.GetComponent<RectTransform>());
levelText.fontStyle = FontStyles.Bold;
// Decorative status
TextMeshProUGUI statusText = CreateTMP("LevelStatus", rightPanel.transform, "[ STATUS: OPTIMAL ]", panelColor, 24, TextAlignmentOptions.BottomRight);
statusText.GetComponent<RectTransform>().anchorMin = new Vector2(0f, 0f);
statusText.GetComponent<RectTransform>().anchorMax = new Vector2(1f, 0f);
statusText.GetComponent<RectTransform>().anchoredPosition = new Vector2(-20f, 20f);
}
private void OnPlayClicked()
{
m_MenuActive = false;
Time.timeScale = 1f;
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
if (m_MenuCanvas != null)
{
Destroy(m_MenuCanvas.gameObject);
}
Destroy(gameObject);
}
private static GameObject CreateTextButton(
Transform parent,
string label,
Color normalColor,
Color highlightColor,
UnityEngine.Events.UnityAction clickAction)
{
GameObject buttonObject = new(label, typeof(RectTransform), typeof(TextMeshProUGUI), typeof(Button));
buttonObject.transform.SetParent(parent, false);
RectTransform rect = buttonObject.GetComponent<RectTransform>();
rect.sizeDelta = new Vector2(0f, 60f); // Height 60, width auto-controlled by LayoutGroup
TextMeshProUGUI text = buttonObject.GetComponent<TextMeshProUGUI>();
text.text = label;
text.fontSize = 38;
text.alignment = TextAlignmentOptions.Left;
text.color = Color.white; // Button tint applies on top of white
text.textWrappingMode = TextWrappingModes.NoWrap;
Button button = buttonObject.GetComponent<Button>();
button.targetGraphic = text;
button.transition = Selectable.Transition.ColorTint;
ColorBlock colors = button.colors;
colors.normalColor = normalColor;
colors.highlightedColor = highlightColor;
colors.pressedColor = highlightColor;
colors.selectedColor = highlightColor;
colors.disabledColor = Color.gray;
colors.colorMultiplier = 1f;
colors.fadeDuration = 0.1f;
button.colors = colors;
button.onClick.AddListener(clickAction);
return buttonObject;
}
private static TextMeshProUGUI CreateTMP(string name, Transform parent, string textStr, Color color, float size, TextAlignmentOptions align)
{
GameObject go = new GameObject(name, typeof(RectTransform), typeof(TextMeshProUGUI));
go.transform.SetParent(parent, false);
TextMeshProUGUI tmp = go.GetComponent<TextMeshProUGUI>();
tmp.text = textStr;
tmp.color = color;
tmp.fontSize = size;
tmp.alignment = align;
tmp.textWrappingMode = TextWrappingModes.NoWrap;
return tmp;
}
enum AnchorPreset { TopStretch, BottomStretch, LeftStretch, RightStretch }
private static GameObject CreateLine(string name, Transform parent, Rect details, Color color, AnchorPreset preset)
{
GameObject line = CreateImage(name, parent, color);
RectTransform rect = line.GetComponent<RectTransform>();
switch (preset)
{
case AnchorPreset.TopStretch:
rect.anchorMin = new Vector2(0, 1);
rect.anchorMax = new Vector2(1, 1);
rect.sizeDelta = new Vector2(details.width, details.height);
rect.anchoredPosition = new Vector2(details.x, details.y);
break;
case AnchorPreset.BottomStretch:
rect.anchorMin = new Vector2(0, 0);
rect.anchorMax = new Vector2(1, 0);
rect.sizeDelta = new Vector2(details.width, details.height);
rect.anchoredPosition = new Vector2(details.x, details.y);
break;
case AnchorPreset.LeftStretch:
rect.anchorMin = new Vector2(0, 0);
rect.anchorMax = new Vector2(0, 1);
rect.sizeDelta = new Vector2(details.width, details.height);
rect.anchoredPosition = new Vector2(details.x, details.y);
break;
case AnchorPreset.RightStretch:
rect.anchorMin = new Vector2(1, 0);
rect.anchorMax = new Vector2(1, 1);
rect.sizeDelta = new Vector2(details.width, details.height);
rect.anchoredPosition = new Vector2(details.x, details.y);
break;
}
return line;
}
private static GameObject CreateImage(string name, Transform parent, Color color)
{
GameObject imageObject = new(name, typeof(RectTransform), typeof(Image));
imageObject.transform.SetParent(parent, false);
Image image = imageObject.GetComponent<Image>();
image.color = color;
return imageObject;
}
private static void StretchToFull(RectTransform rect)
{
rect.anchorMin = Vector2.zero;
rect.anchorMax = Vector2.one;
rect.offsetMin = Vector2.zero;
rect.offsetMax = Vector2.zero;
}
private static Color HexToColor(string hex)
{
if (ColorUtility.TryParseHtmlString("#" + hex, out Color color))
{
return color;
}
return Color.magenta;
}
private static void ApplyMenuCursorState()
{
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
}
private static void EnsureEventSystem()
{
EventSystem[] allEventSystems = Object.FindObjectsByType<EventSystem>(FindObjectsInactive.Include, FindObjectsSortMode.None);
EventSystem eventSystem;
if (allEventSystems.Length == 0)
{
GameObject eventSystemObject = new("EventSystem", typeof(EventSystem));
eventSystem = eventSystemObject.GetComponent<EventSystem>();
}
else
{
eventSystem = allEventSystems[0];
for (int i = 1; i < allEventSystems.Length; i++)
{
if (allEventSystems[i] != null)
{
Destroy(allEventSystems[i].gameObject);
}
}
}
EnsureCompatibleInputModule(eventSystem.gameObject);
}
private static void EnsureCompatibleInputModule(GameObject eventSystemObject)
{
#if ENABLE_INPUT_SYSTEM
StandaloneInputModule standaloneModule = eventSystemObject.GetComponent<StandaloneInputModule>();
if (standaloneModule != null)
{
Destroy(standaloneModule);
}
if (eventSystemObject.GetComponent<InputSystemUIInputModule>() == null)
{
eventSystemObject.AddComponent<InputSystemUIInputModule>();
}
#else
if (eventSystemObject.GetComponent<StandaloneInputModule>() == null)
{
eventSystemObject.AddComponent<StandaloneInputModule>();
}
#endif
}
}

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Shader "Hidden/HeadlessHazard/CRT"
{
Properties
{
_Intensity ("Intensity", Range(0,1)) = 0.65
_ScanlineDensity ("Scanline Density", Range(0,2)) = 1.2
_ScanlineStrength ("Scanline Strength", Range(0,1)) = 0.18
_Curvature ("Curvature", Range(0,0.2)) = 0.04
_VignetteStrength ("Vignette Strength", Range(0,1)) = 0.28
_ChromaticAberration ("Chromatic Aberration", Range(0,0.05)) = 0.004
_NoiseStrength ("Noise Strength", Range(0,0.2)) = 0.03
_FlickerStrength ("Flicker Strength", Range(0,0.1)) = 0.015
}
SubShader
{
Tags { "RenderPipeline" = "UniversalPipeline" }
Pass
{
Name "CRT"
ZWrite Off
ZTest Always
Cull Off
Blend One Zero
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
#pragma target 3.5
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
float _Intensity;
float _ScanlineDensity;
float _ScanlineStrength;
float _Curvature;
float _VignetteStrength;
float _ChromaticAberration;
float _NoiseStrength;
float _FlickerStrength;
float Random01(float2 seed)
{
return frac(sin(dot(seed, float2(12.9898, 78.233))) * 43758.5453);
}
float2 DistortUV(float2 uv, float curvature)
{
float2 center = uv * 2.0 - 1.0;
float radius2 = dot(center, center);
center *= 1.0 + (radius2 * curvature);
return center * 0.5 + 0.5;
}
half4 Frag(Varyings input) : SV_Target
{
float2 uv = input.texcoord;
float2 curvedUV = DistortUV(uv, _Curvature);
if (curvedUV.x < 0.0 || curvedUV.x > 1.0 || curvedUV.y < 0.0 || curvedUV.y > 1.0)
{
return half4(0.0, 0.0, 0.0, 1.0);
}
float2 fromCenter = curvedUV - 0.5;
float2 aberrationOffset = fromCenter * _ChromaticAberration;
half red = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, curvedUV + aberrationOffset).r;
half green = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, curvedUV).g;
half blue = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, curvedUV - aberrationOffset).b;
half3 color = half3(red, green, blue);
float scanlineWave = sin((curvedUV.y * _ScreenParams.y * 0.5 * _ScanlineDensity) + (_Time.y * 18.0));
float scanlineMask = lerp(1.0, saturate(0.7 + 0.3 * scanlineWave), _ScanlineStrength);
color *= scanlineMask;
float noise = Random01(curvedUV * _ScreenParams.xy + _Time.yy * 37.0) - 0.5;
color += noise * _NoiseStrength;
float flicker = 1.0 - (_FlickerStrength * (0.5 + 0.5 * sin(_Time.y * 32.0)));
color *= flicker;
float2 vignetteUV = curvedUV * (1.0 - curvedUV.yx);
float vignette = saturate(pow(vignetteUV.x * vignetteUV.y * 18.0, 0.2));
color *= lerp(1.0 - _VignetteStrength, 1.0, vignette);
half3 baseColor = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv).rgb;
half3 finalColor = lerp(baseColor, color, _Intensity);
return half4(finalColor, 1.0);
}
ENDHLSL
}
}
}

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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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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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