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69 Commits
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@@ -2,7 +2,7 @@
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|||||||
- Project name: HeadlessHazard
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- Project name: HeadlessHazard
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<!-- UNITY CODE ASSIST INSTRUCTIONS END -->
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<!-- UNITY CODE ASSIST INSTRUCTIONS END -->
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||||||
|
- _OcclusionMap:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _ParallaxMap:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _SpecGlossMap:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- unity_Lightmaps:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- unity_LightmapsInd:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- unity_ShadowMasks:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
m_Ints: []
|
||||||
|
m_Floats:
|
||||||
|
- _AddPrecomputedVelocity: 0
|
||||||
|
- _AlphaClip: 0
|
||||||
|
- _AlphaToMask: 0
|
||||||
|
- _Blend: 0
|
||||||
|
- _BlendModePreserveSpecular: 0
|
||||||
|
- _BumpScale: 1
|
||||||
|
- _ClearCoatMask: 0
|
||||||
|
- _ClearCoatSmoothness: 0
|
||||||
|
- _Cull: 2
|
||||||
|
- _Cutoff: 0.5
|
||||||
|
- _DetailAlbedoMapScale: 1
|
||||||
|
- _DetailNormalMapScale: 1
|
||||||
|
- _DstBlend: 10
|
||||||
|
- _DstBlendAlpha: 10
|
||||||
|
- _EnvironmentReflections: 1
|
||||||
|
- _GlossMapScale: 0
|
||||||
|
- _Glossiness: 0
|
||||||
|
- _GlossyReflections: 0
|
||||||
|
- _Metallic: 0
|
||||||
|
- _OcclusionStrength: 1
|
||||||
|
- _Parallax: 0.005
|
||||||
|
- _QueueOffset: 0
|
||||||
|
- _ReceiveShadows: 1
|
||||||
|
- _Smoothness: 0.5
|
||||||
|
- _SmoothnessTextureChannel: 0
|
||||||
|
- _SpecularHighlights: 1
|
||||||
|
- _SrcBlend: 5
|
||||||
|
- _SrcBlendAlpha: 1
|
||||||
|
- _Surface: 1
|
||||||
|
- _WorkflowMode: 0
|
||||||
|
- _XRMotionVectorsPass: 1
|
||||||
|
- _ZWrite: 0
|
||||||
|
m_Colors:
|
||||||
|
- _BaseColor: {r: 1, g: 0, b: 0, a: 0.6862745}
|
||||||
|
- _Color: {r: 1, g: 0, b: 0, a: 0.6862745}
|
||||||
|
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
|
||||||
|
- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
|
||||||
|
m_BuildTextureStacks: []
|
||||||
|
m_AllowLocking: 1
|
||||||
8
Assets/Art/Materials/Player/Trajectory Material.mat.meta
Normal file
8
Assets/Art/Materials/Player/Trajectory Material.mat.meta
Normal file
@@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 51588d9f6325eb54eaa0c67389672860
|
||||||
|
NativeFormatImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
mainObjectFileID: 2100000
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
8
Assets/Art/Models/Level.meta
Normal file
8
Assets/Art/Models/Level.meta
Normal file
@@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: c06cd160cc1ea554b8ba343bd3b83845
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
188
Assets/Code/Scripts/Interaction/ButtonSequenceDoorPuzzle.cs
Normal file
188
Assets/Code/Scripts/Interaction/ButtonSequenceDoorPuzzle.cs
Normal file
@@ -0,0 +1,188 @@
|
|||||||
|
using System;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.Events;
|
||||||
|
|
||||||
|
public class ButtonSequenceDoorPuzzle : MonoBehaviour
|
||||||
|
{
|
||||||
|
[Header("References")]
|
||||||
|
[Tooltip("All available buttons for this puzzle.")]
|
||||||
|
[SerializeField] private WallInteractButton[] buttons;
|
||||||
|
|
||||||
|
[Tooltip("Door to open when the sequence is correct.")]
|
||||||
|
[SerializeField] private SlidingDoor targetDoor;
|
||||||
|
|
||||||
|
[Tooltip("Optional blocks controlled by this puzzle (reset with SetOff on start/wrong input).")]
|
||||||
|
[SerializeField] private TestBlock[] puzzleBlocks;
|
||||||
|
|
||||||
|
[Header("Sequence")]
|
||||||
|
[Tooltip("Button indices (from the buttons array) that must be pressed in order. Example: 2,0,3")]
|
||||||
|
[SerializeField] private int[] requiredSequence = { 0, 1, 2 };
|
||||||
|
|
||||||
|
[Tooltip("If true, wrong input resets progress back to 0.")]
|
||||||
|
[SerializeField] private bool resetOnWrongPress = true;
|
||||||
|
|
||||||
|
[Tooltip("If true, puzzle can only be solved once.")]
|
||||||
|
[SerializeField] private bool lockAfterSolved = true;
|
||||||
|
|
||||||
|
[Header("Debug")]
|
||||||
|
[SerializeField] private bool enableDebugLogs = true;
|
||||||
|
|
||||||
|
private int m_progress;
|
||||||
|
private bool m_isSolved;
|
||||||
|
private UnityAction[] m_cachedListeners;
|
||||||
|
|
||||||
|
private void OnEnable()
|
||||||
|
{
|
||||||
|
SetAllBlocksOff();
|
||||||
|
RegisterAllButtons();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnDisable()
|
||||||
|
{
|
||||||
|
UnregisterAllButtons();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void RegisterAllButtons()
|
||||||
|
{
|
||||||
|
if (buttons == null)
|
||||||
|
return;
|
||||||
|
|
||||||
|
m_cachedListeners = new UnityAction[buttons.Length];
|
||||||
|
|
||||||
|
for (int i = 0; i < buttons.Length; i++)
|
||||||
|
{
|
||||||
|
WallInteractButton button = buttons[i];
|
||||||
|
if (button == null)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
UnityAction action = () => OnButtonPressed(i);
|
||||||
|
m_cachedListeners[i] = action;
|
||||||
|
button.OnInteract.AddListener(action);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void UnregisterAllButtons()
|
||||||
|
{
|
||||||
|
if (buttons == null)
|
||||||
|
return;
|
||||||
|
|
||||||
|
for (int i = 0; i < buttons.Length; i++)
|
||||||
|
{
|
||||||
|
WallInteractButton button = buttons[i];
|
||||||
|
if (button == null)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
if (m_cachedListeners != null && i < m_cachedListeners.Length && m_cachedListeners[i] != null)
|
||||||
|
button.OnInteract.RemoveListener(m_cachedListeners[i]);
|
||||||
|
}
|
||||||
|
|
||||||
|
m_cachedListeners = null;
|
||||||
|
m_progress = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnButtonPressed(int buttonIndex)
|
||||||
|
{
|
||||||
|
Log($"Button pressed: index {buttonIndex}");
|
||||||
|
|
||||||
|
if (m_isSolved && lockAfterSolved)
|
||||||
|
{
|
||||||
|
Log("Puzzle already solved and locked.");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!IsSequenceValid())
|
||||||
|
{
|
||||||
|
Log("Invalid sequence configuration.");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
int expectedIndex = requiredSequence[m_progress];
|
||||||
|
Log($"Expected button index: {expectedIndex} (step {m_progress + 1}/{requiredSequence.Length})");
|
||||||
|
|
||||||
|
if (buttonIndex == expectedIndex)
|
||||||
|
{
|
||||||
|
m_progress++;
|
||||||
|
Log($"Correct input. Progress: {m_progress}/{requiredSequence.Length}");
|
||||||
|
|
||||||
|
if (m_progress >= requiredSequence.Length)
|
||||||
|
{
|
||||||
|
SolvePuzzle();
|
||||||
|
}
|
||||||
|
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (resetOnWrongPress)
|
||||||
|
{
|
||||||
|
Log("Wrong input. Resetting sequence and turning puzzle blocks OFF.");
|
||||||
|
m_progress = 0;
|
||||||
|
SetAllBlocksOff();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
Log("Wrong input, but resetOnWrongPress is disabled.");
|
||||||
|
}
|
||||||
|
|
||||||
|
private bool IsSequenceValid()
|
||||||
|
{
|
||||||
|
if (requiredSequence == null || requiredSequence.Length == 0)
|
||||||
|
return false;
|
||||||
|
|
||||||
|
if (buttons == null || buttons.Length == 0)
|
||||||
|
return false;
|
||||||
|
|
||||||
|
for (int i = 0; i < requiredSequence.Length; i++)
|
||||||
|
{
|
||||||
|
int index = requiredSequence[i];
|
||||||
|
if (index < 0 || index >= buttons.Length)
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void SolvePuzzle()
|
||||||
|
{
|
||||||
|
m_isSolved = true;
|
||||||
|
m_progress = 0;
|
||||||
|
Log("Sequence completed. Opening door.");
|
||||||
|
|
||||||
|
if (targetDoor != null)
|
||||||
|
targetDoor.Open();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void SetAllBlocksOff()
|
||||||
|
{
|
||||||
|
if (puzzleBlocks == null)
|
||||||
|
return;
|
||||||
|
|
||||||
|
for (int i = 0; i < puzzleBlocks.Length; i++)
|
||||||
|
{
|
||||||
|
if (puzzleBlocks[i] == null)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
puzzleBlocks[i].SetOff();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Log(string message)
|
||||||
|
{
|
||||||
|
if (!enableDebugLogs)
|
||||||
|
return;
|
||||||
|
|
||||||
|
Debug.Log($"[{nameof(ButtonSequenceDoorPuzzle)}] {message}", this);
|
||||||
|
}
|
||||||
|
|
||||||
|
#if UNITY_EDITOR
|
||||||
|
private void OnValidate()
|
||||||
|
{
|
||||||
|
if (requiredSequence == null)
|
||||||
|
return;
|
||||||
|
|
||||||
|
for (int i = 0; i < requiredSequence.Length; i++)
|
||||||
|
{
|
||||||
|
requiredSequence[i] = Math.Max(0, requiredSequence[i]);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 920802292ba9a49d2bee3519a905717d
|
||||||
@@ -20,6 +20,7 @@ public class PressurePlateButton : MonoBehaviour
|
|||||||
public UnityEvent OnReleased;
|
public UnityEvent OnReleased;
|
||||||
|
|
||||||
private readonly HashSet<Collider> m_validCollidersOnPlate = new HashSet<Collider>();
|
private readonly HashSet<Collider> m_validCollidersOnPlate = new HashSet<Collider>();
|
||||||
|
private readonly HashSet<Collider> m_stayedThisPhysicsFrame = new HashSet<Collider>();
|
||||||
private bool m_isPressed;
|
private bool m_isPressed;
|
||||||
|
|
||||||
private void Reset()
|
private void Reset()
|
||||||
@@ -42,8 +43,16 @@ public class PressurePlateButton : MonoBehaviour
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void OnTriggerStay(Collider other)
|
||||||
|
{
|
||||||
|
if (IsValidActivator(other))
|
||||||
|
m_stayedThisPhysicsFrame.Add(other);
|
||||||
|
}
|
||||||
|
|
||||||
private void OnTriggerExit(Collider other)
|
private void OnTriggerExit(Collider other)
|
||||||
{
|
{
|
||||||
|
m_stayedThisPhysicsFrame.Remove(other);
|
||||||
|
|
||||||
if (!m_validCollidersOnPlate.Remove(other))
|
if (!m_validCollidersOnPlate.Remove(other))
|
||||||
return;
|
return;
|
||||||
|
|
||||||
@@ -54,6 +63,26 @@ public class PressurePlateButton : MonoBehaviour
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void FixedUpdate()
|
||||||
|
{
|
||||||
|
if (m_validCollidersOnPlate.Count == 0)
|
||||||
|
{
|
||||||
|
m_stayedThisPhysicsFrame.Clear();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
m_validCollidersOnPlate.RemoveWhere(c => c == null || !c.enabled || !c.gameObject.activeInHierarchy);
|
||||||
|
|
||||||
|
m_validCollidersOnPlate.IntersectWith(m_stayedThisPhysicsFrame);
|
||||||
|
m_stayedThisPhysicsFrame.Clear();
|
||||||
|
|
||||||
|
if (m_validCollidersOnPlate.Count == 0 && m_isPressed)
|
||||||
|
{
|
||||||
|
m_isPressed = false;
|
||||||
|
OnReleased?.Invoke();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
private bool IsValidActivator(Collider other)
|
private bool IsValidActivator(Collider other)
|
||||||
{
|
{
|
||||||
if (((1 << other.gameObject.layer) & detectionMask) == 0)
|
if (((1 << other.gameObject.layer) & detectionMask) == 0)
|
||||||
|
|||||||
@@ -7,7 +7,7 @@ public class SlidingDoor : MonoBehaviour
|
|||||||
public enum SlideDirection { Positive = 1, Negative = -1 }
|
public enum SlideDirection { Positive = 1, Negative = -1 }
|
||||||
|
|
||||||
[Header("Slide Settings")]
|
[Header("Slide Settings")]
|
||||||
[Tooltip("Local axis the door slides along.")]
|
[Tooltip("Axis in parent space (or world space if no parent) the door slides along.")]
|
||||||
[SerializeField] private SlideAxis axis = SlideAxis.X;
|
[SerializeField] private SlideAxis axis = SlideAxis.X;
|
||||||
|
|
||||||
[Tooltip("Which way along the axis the door opens.")]
|
[Tooltip("Which way along the axis the door opens.")]
|
||||||
@@ -36,7 +36,7 @@ public class SlidingDoor : MonoBehaviour
|
|||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
m_closedPos = transform.localPosition;
|
m_closedPos = transform.localPosition;
|
||||||
m_openPos = m_closedPos + GetSlideVector() * slideDistance;
|
m_openPos = m_closedPos + GetParentSpaceSlideVector() * slideDistance;
|
||||||
|
|
||||||
if (startOpen)
|
if (startOpen)
|
||||||
{
|
{
|
||||||
@@ -86,7 +86,7 @@ public class SlidingDoor : MonoBehaviour
|
|||||||
Open();
|
Open();
|
||||||
}
|
}
|
||||||
|
|
||||||
private Vector3 GetSlideVector()
|
private Vector3 GetParentSpaceSlideVector()
|
||||||
{
|
{
|
||||||
float sign = (float)direction;
|
float sign = (float)direction;
|
||||||
return axis switch
|
return axis switch
|
||||||
@@ -98,14 +98,19 @@ public class SlidingDoor : MonoBehaviour
|
|||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private Vector3 GetWorldSpaceSlideVector()
|
||||||
|
{
|
||||||
|
return transform.parent != null
|
||||||
|
? transform.parent.TransformDirection(GetParentSpaceSlideVector()).normalized
|
||||||
|
: GetParentSpaceSlideVector().normalized;
|
||||||
|
}
|
||||||
|
|
||||||
#if UNITY_EDITOR
|
#if UNITY_EDITOR
|
||||||
private void OnDrawGizmos()
|
private void OnDrawGizmos()
|
||||||
{
|
{
|
||||||
Vector3 worldClosed = transform.parent != null
|
Vector3 worldClosed = transform.position;
|
||||||
? transform.parent.TransformPoint(transform.localPosition)
|
|
||||||
: transform.position;
|
|
||||||
|
|
||||||
Vector3 slideVec = transform.TransformDirection(GetSlideVector()) * slideDistance;
|
Vector3 slideVec = GetWorldSpaceSlideVector() * slideDistance;
|
||||||
Gizmos.color = Color.cyan;
|
Gizmos.color = Color.cyan;
|
||||||
Gizmos.DrawLine(worldClosed, worldClosed + slideVec);
|
Gizmos.DrawLine(worldClosed, worldClosed + slideVec);
|
||||||
Gizmos.DrawWireSphere(worldClosed + slideVec, 0.08f);
|
Gizmos.DrawWireSphere(worldClosed + slideVec, 0.08f);
|
||||||
|
|||||||
@@ -32,6 +32,8 @@ public class WallInteractButton : MonoBehaviour
|
|||||||
private Vector3 m_buttonPressedPos;
|
private Vector3 m_buttonPressedPos;
|
||||||
private bool m_isVisuallyPressed;
|
private bool m_isVisuallyPressed;
|
||||||
|
|
||||||
|
public PlayerHeadController headController;
|
||||||
|
|
||||||
private void Reset()
|
private void Reset()
|
||||||
{
|
{
|
||||||
Collider col = GetComponent<Collider>();
|
Collider col = GetComponent<Collider>();
|
||||||
@@ -49,7 +51,7 @@ public class WallInteractButton : MonoBehaviour
|
|||||||
|
|
||||||
private void Update()
|
private void Update()
|
||||||
{
|
{
|
||||||
if (m_playerInRange && Keyboard.current != null && Keyboard.current[interactKey].wasPressedThisFrame)
|
if (!headController.isHoldingHead && m_playerInRange && Keyboard.current != null && Keyboard.current[interactKey].wasPressedThisFrame)
|
||||||
{
|
{
|
||||||
TryInteract();
|
TryInteract();
|
||||||
}
|
}
|
||||||
|
|||||||
8
Assets/Code/Scripts/Level.meta
Normal file
8
Assets/Code/Scripts/Level.meta
Normal file
@@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 2e7b9c54377674993a7922f84e9cfcce
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
263
Assets/Code/Scripts/Level/SubtitleSequencePlayer.cs
Normal file
263
Assets/Code/Scripts/Level/SubtitleSequencePlayer.cs
Normal file
@@ -0,0 +1,263 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Reusable subtitle player that renders and plays subtitle lines loaded from JSON.
|
||||||
|
/// </summary>
|
||||||
|
public class SubtitleSequencePlayer : MonoBehaviour
|
||||||
|
{
|
||||||
|
[Serializable]
|
||||||
|
private struct SubtitleLine
|
||||||
|
{
|
||||||
|
public string speaker;
|
||||||
|
public string text;
|
||||||
|
public float duration;
|
||||||
|
}
|
||||||
|
|
||||||
|
[Serializable]
|
||||||
|
private struct SubtitleFile
|
||||||
|
{
|
||||||
|
public SubtitleLine[] lines;
|
||||||
|
}
|
||||||
|
|
||||||
|
[Header("Optional Default Data")]
|
||||||
|
[Tooltip("Used only if trigger zone calls PlayDefault().")]
|
||||||
|
[SerializeField] private TextAsset defaultSubtitleJson;
|
||||||
|
|
||||||
|
[SerializeField] private float typewriterCharsPerSecond = 40f;
|
||||||
|
[SerializeField] private float fadeDuration = 0.2f;
|
||||||
|
[SerializeField] private float gapBetweenLines = 0.15f;
|
||||||
|
|
||||||
|
[Header("Visual")]
|
||||||
|
[SerializeField] private int fontSize = 28;
|
||||||
|
[SerializeField] private int speakerFontSize = 18;
|
||||||
|
[SerializeField] private float horizontalPadding = 28f;
|
||||||
|
[SerializeField] private float bottomOffset = 56f;
|
||||||
|
[SerializeField] private Color textColor = new Color(1f, 1f, 1f, 1f);
|
||||||
|
[SerializeField] private Color speakerColor = new Color(1f, 0.85f, 0.35f, 1f);
|
||||||
|
[SerializeField] private Color backgroundColor = new Color(0f, 0f, 0f, 0.62f);
|
||||||
|
|
||||||
|
private string m_currentSpeaker;
|
||||||
|
private string m_currentText;
|
||||||
|
private GUIStyle m_textStyle;
|
||||||
|
private GUIStyle m_speakerStyle;
|
||||||
|
private Texture2D m_background;
|
||||||
|
private bool m_isShowing;
|
||||||
|
private bool m_isPlaying;
|
||||||
|
private float m_alpha;
|
||||||
|
private SubtitleLine[] m_runtimeLines = Array.Empty<SubtitleLine>();
|
||||||
|
|
||||||
|
public bool IsPlaying => m_isPlaying;
|
||||||
|
|
||||||
|
public bool TryPlay(TextAsset subtitleJson, float initialDelay = 0f)
|
||||||
|
{
|
||||||
|
if (m_isPlaying)
|
||||||
|
return false;
|
||||||
|
|
||||||
|
if (!TryReadLinesFromJson(subtitleJson, out SubtitleLine[] parsedLines))
|
||||||
|
return false;
|
||||||
|
|
||||||
|
m_runtimeLines = parsedLines;
|
||||||
|
StartCoroutine(PlaySequence(initialDelay));
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool PlayDefault(float initialDelay = 0f)
|
||||||
|
{
|
||||||
|
return TryPlay(defaultSubtitleJson, initialDelay);
|
||||||
|
}
|
||||||
|
|
||||||
|
private IEnumerator PlaySequence(float initialDelay)
|
||||||
|
{
|
||||||
|
m_isPlaying = true;
|
||||||
|
|
||||||
|
if (m_runtimeLines == null || m_runtimeLines.Length == 0)
|
||||||
|
{
|
||||||
|
m_isPlaying = false;
|
||||||
|
yield break;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (initialDelay > 0f)
|
||||||
|
yield return new WaitForSeconds(initialDelay);
|
||||||
|
|
||||||
|
for (int i = 0; i < m_runtimeLines.Length; i++)
|
||||||
|
{
|
||||||
|
if (string.IsNullOrWhiteSpace(m_runtimeLines[i].text) || m_runtimeLines[i].duration <= 0f)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
yield return StartCoroutine(ShowLine(m_runtimeLines[i]));
|
||||||
|
|
||||||
|
if (gapBetweenLines > 0f)
|
||||||
|
yield return new WaitForSeconds(gapBetweenLines);
|
||||||
|
}
|
||||||
|
|
||||||
|
m_currentSpeaker = string.Empty;
|
||||||
|
m_currentText = string.Empty;
|
||||||
|
m_isPlaying = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
private bool TryReadLinesFromJson(TextAsset subtitleJson, out SubtitleLine[] parsedLines)
|
||||||
|
{
|
||||||
|
parsedLines = Array.Empty<SubtitleLine>();
|
||||||
|
|
||||||
|
if (subtitleJson == null || string.IsNullOrWhiteSpace(subtitleJson.text))
|
||||||
|
return false;
|
||||||
|
|
||||||
|
SubtitleFile file;
|
||||||
|
try
|
||||||
|
{
|
||||||
|
file = JsonUtility.FromJson<SubtitleFile>(subtitleJson.text);
|
||||||
|
}
|
||||||
|
catch
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (file.lines == null || file.lines.Length == 0)
|
||||||
|
return false;
|
||||||
|
|
||||||
|
parsedLines = file.lines;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
private IEnumerator ShowLine(SubtitleLine line)
|
||||||
|
{
|
||||||
|
m_currentSpeaker = line.speaker;
|
||||||
|
m_currentText = string.Empty;
|
||||||
|
m_isShowing = true;
|
||||||
|
|
||||||
|
if (fadeDuration > 0f)
|
||||||
|
{
|
||||||
|
float fadeIn = 0f;
|
||||||
|
while (fadeIn < fadeDuration)
|
||||||
|
{
|
||||||
|
fadeIn += Time.deltaTime;
|
||||||
|
m_alpha = Mathf.Clamp01(fadeIn / fadeDuration);
|
||||||
|
yield return null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
m_alpha = 1f;
|
||||||
|
}
|
||||||
|
|
||||||
|
float typeTime = 0f;
|
||||||
|
int totalChars = line.text.Length;
|
||||||
|
int visibleChars = 0;
|
||||||
|
if (typewriterCharsPerSecond > 0f)
|
||||||
|
{
|
||||||
|
while (m_currentText.Length < totalChars)
|
||||||
|
{
|
||||||
|
typeTime += Time.deltaTime;
|
||||||
|
visibleChars = Mathf.Clamp(Mathf.FloorToInt(typeTime * typewriterCharsPerSecond), 0, totalChars);
|
||||||
|
m_currentText = line.text.Substring(0, visibleChars);
|
||||||
|
yield return null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
m_currentText = line.text;
|
||||||
|
}
|
||||||
|
|
||||||
|
float holdDuration = Mathf.Max(0f, line.duration - (typewriterCharsPerSecond > 0f ? typeTime : 0f));
|
||||||
|
if (holdDuration > 0f)
|
||||||
|
yield return new WaitForSeconds(holdDuration);
|
||||||
|
|
||||||
|
if (fadeDuration > 0f)
|
||||||
|
{
|
||||||
|
float fadeOut = fadeDuration;
|
||||||
|
while (fadeOut > 0f)
|
||||||
|
{
|
||||||
|
fadeOut -= Time.deltaTime;
|
||||||
|
m_alpha = Mathf.Clamp01(fadeOut / fadeDuration);
|
||||||
|
yield return null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
m_alpha = 0f;
|
||||||
|
m_isShowing = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnGUI()
|
||||||
|
{
|
||||||
|
if (!m_isShowing || string.IsNullOrEmpty(m_currentText))
|
||||||
|
return;
|
||||||
|
|
||||||
|
EnsureStyles();
|
||||||
|
|
||||||
|
float maxWidth = Mathf.Min(Screen.width - 24f, 940f);
|
||||||
|
float textWidth = maxWidth - horizontalPadding * 2f;
|
||||||
|
float speakerHeight = string.IsNullOrEmpty(m_currentSpeaker)
|
||||||
|
? 0f
|
||||||
|
: m_speakerStyle.CalcHeight(new GUIContent(m_currentSpeaker), textWidth);
|
||||||
|
float textHeight = m_textStyle.CalcHeight(new GUIContent(string.IsNullOrEmpty(m_currentText) ? " " : m_currentText), textWidth);
|
||||||
|
|
||||||
|
float boxWidth = maxWidth;
|
||||||
|
float boxHeight = speakerHeight + textHeight + 28f;
|
||||||
|
float boxX = (Screen.width - boxWidth) * 0.5f;
|
||||||
|
float boxY = Screen.height - bottomOffset - boxHeight;
|
||||||
|
|
||||||
|
Rect boxRect = new Rect(boxX, boxY, boxWidth, boxHeight);
|
||||||
|
Color previousColor = GUI.color;
|
||||||
|
GUI.color = new Color(1f, 1f, 1f, m_alpha);
|
||||||
|
GUI.DrawTexture(boxRect, m_background);
|
||||||
|
|
||||||
|
float yOffset = boxRect.y + 10f;
|
||||||
|
if (!string.IsNullOrEmpty(m_currentSpeaker))
|
||||||
|
{
|
||||||
|
Rect speakerRect = new Rect(
|
||||||
|
boxRect.x + horizontalPadding,
|
||||||
|
yOffset,
|
||||||
|
textWidth,
|
||||||
|
speakerHeight);
|
||||||
|
GUI.Label(speakerRect, m_currentSpeaker, m_speakerStyle);
|
||||||
|
yOffset += speakerHeight + 2f;
|
||||||
|
}
|
||||||
|
|
||||||
|
Rect textRect = new Rect(
|
||||||
|
boxRect.x + horizontalPadding,
|
||||||
|
yOffset,
|
||||||
|
textWidth,
|
||||||
|
textHeight);
|
||||||
|
|
||||||
|
GUI.Label(textRect, m_currentText, m_textStyle);
|
||||||
|
GUI.color = previousColor;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void EnsureStyles()
|
||||||
|
{
|
||||||
|
if (m_textStyle != null)
|
||||||
|
return;
|
||||||
|
|
||||||
|
m_background = new Texture2D(1, 1);
|
||||||
|
m_background.SetPixel(0, 0, backgroundColor);
|
||||||
|
m_background.Apply();
|
||||||
|
|
||||||
|
m_textStyle = new GUIStyle(GUI.skin.label)
|
||||||
|
{
|
||||||
|
alignment = TextAnchor.MiddleCenter,
|
||||||
|
fontSize = fontSize,
|
||||||
|
wordWrap = true,
|
||||||
|
richText = false,
|
||||||
|
clipping = TextClipping.Clip,
|
||||||
|
};
|
||||||
|
m_textStyle.normal.textColor = textColor;
|
||||||
|
|
||||||
|
m_speakerStyle = new GUIStyle(GUI.skin.label)
|
||||||
|
{
|
||||||
|
alignment = TextAnchor.MiddleCenter,
|
||||||
|
fontSize = speakerFontSize,
|
||||||
|
fontStyle = FontStyle.Bold,
|
||||||
|
wordWrap = false,
|
||||||
|
clipping = TextClipping.Clip,
|
||||||
|
};
|
||||||
|
m_speakerStyle.normal.textColor = speakerColor;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnDestroy()
|
||||||
|
{
|
||||||
|
if (m_background != null)
|
||||||
|
Destroy(m_background);
|
||||||
|
}
|
||||||
|
}
|
||||||
2
Assets/Code/Scripts/Level/SubtitleSequencePlayer.cs.meta
Normal file
2
Assets/Code/Scripts/Level/SubtitleSequencePlayer.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 4947743d7bc9b4589b9932d429517d3a
|
||||||
51
Assets/Code/Scripts/Level/SubtitleTriggerZone.cs
Normal file
51
Assets/Code/Scripts/Level/SubtitleTriggerZone.cs
Normal 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;
|
||||||
|
}
|
||||||
|
}
|
||||||
2
Assets/Code/Scripts/Level/SubtitleTriggerZone.cs.meta
Normal file
2
Assets/Code/Scripts/Level/SubtitleTriggerZone.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 33a33c65f75e2443383c2e29bd6bf5f1
|
||||||
@@ -25,7 +25,7 @@
|
|||||||
"initialStateCheck": true
|
"initialStateCheck": true
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
"name": "Pickup",
|
"name": "HeadInteract",
|
||||||
"type": "Button",
|
"type": "Button",
|
||||||
"id": "5a0c555a-8fc4-4188-9eed-401eb8f017b5",
|
"id": "5a0c555a-8fc4-4188-9eed-401eb8f017b5",
|
||||||
"expectedControlType": "",
|
"expectedControlType": "",
|
||||||
@@ -504,7 +504,7 @@
|
|||||||
{
|
{
|
||||||
"name": "",
|
"name": "",
|
||||||
"id": "05a519b8-f991-4f43-a438-fbe3db38625b",
|
"id": "05a519b8-f991-4f43-a438-fbe3db38625b",
|
||||||
"path": "<Mouse>/rightButton",
|
"path": "<Mouse>/leftButton",
|
||||||
"interactions": "",
|
"interactions": "",
|
||||||
"processors": "",
|
"processors": "",
|
||||||
"groups": ";Keyboard&Mouse",
|
"groups": ";Keyboard&Mouse",
|
||||||
@@ -519,7 +519,7 @@
|
|||||||
"interactions": "",
|
"interactions": "",
|
||||||
"processors": "",
|
"processors": "",
|
||||||
"groups": ";Keyboard&Mouse",
|
"groups": ";Keyboard&Mouse",
|
||||||
"action": "Pickup",
|
"action": "HeadInteract",
|
||||||
"isComposite": false,
|
"isComposite": false,
|
||||||
"isPartOfComposite": false
|
"isPartOfComposite": false
|
||||||
},
|
},
|
||||||
|
|||||||
@@ -5,10 +5,12 @@ public class PlayerHeadController : MonoBehaviour
|
|||||||
public Transform Head;
|
public Transform Head;
|
||||||
public Transform CameraTransform;
|
public Transform CameraTransform;
|
||||||
|
|
||||||
public float ThrowForce = 10f;
|
public Transform BodyTransform;
|
||||||
public float PickupDistance = 3f;
|
|
||||||
|
|
||||||
public bool isHoldingHead = true;
|
|
||||||
|
public float ThrowForce;
|
||||||
|
public float PickupDistance;
|
||||||
|
public bool isHoldingHead;
|
||||||
|
|
||||||
private Rigidbody m_headRigidbody;
|
private Rigidbody m_headRigidbody;
|
||||||
|
|
||||||
@@ -28,28 +30,39 @@ public class PlayerHeadController : MonoBehaviour
|
|||||||
{
|
{
|
||||||
Cursor.lockState = CursorLockMode.Locked;
|
Cursor.lockState = CursorLockMode.Locked;
|
||||||
|
|
||||||
m_headInitialLocalPos = Head.localPosition;
|
Vector3 offset = new Vector3(0f, -0.5f, 0.5f);
|
||||||
m_headInitialLocalRot = Head.localRotation;
|
|
||||||
|
m_headInitialLocalPos = BodyTransform.localPosition + offset;
|
||||||
|
m_headInitialLocalRot = BodyTransform.localRotation;
|
||||||
|
m_headRigidbody = Head.GetComponent<Rigidbody>();
|
||||||
|
|
||||||
|
Head.SetParent(null);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
|
if (input.HeadInteractionPressed)
|
||||||
|
{
|
||||||
|
InteractHead();
|
||||||
|
}
|
||||||
|
|
||||||
if (input.ThrowPressed)
|
if (input.ThrowPressed)
|
||||||
{
|
{
|
||||||
ThrowHead();
|
ThrowHead();
|
||||||
}
|
}
|
||||||
|
|
||||||
if (input.PickupPressed)
|
|
||||||
{
|
|
||||||
TryPickupHead();
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void ThrowHead()
|
private void InteractHead()
|
||||||
{
|
{
|
||||||
if (!isHoldingHead)
|
if (!isHoldingHead)
|
||||||
return;
|
TryPickupHead();
|
||||||
|
else
|
||||||
|
DropHead();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void DropHead()
|
||||||
|
{
|
||||||
|
Debug.Log("DropHead");
|
||||||
animator.SetTrigger("Throw");
|
animator.SetTrigger("Throw");
|
||||||
|
|
||||||
isHoldingHead = false;
|
isHoldingHead = false;
|
||||||
@@ -63,6 +76,15 @@ public class PlayerHeadController : MonoBehaviour
|
|||||||
RigidbodyConstraints.FreezeRotationX |
|
RigidbodyConstraints.FreezeRotationX |
|
||||||
RigidbodyConstraints.FreezeRotationZ |
|
RigidbodyConstraints.FreezeRotationZ |
|
||||||
RigidbodyConstraints.FreezeRotationY;
|
RigidbodyConstraints.FreezeRotationY;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void ThrowHead()
|
||||||
|
{
|
||||||
|
Debug.Log("ThrowHead");
|
||||||
|
if (!isHoldingHead)
|
||||||
|
return;
|
||||||
|
|
||||||
|
DropHead();
|
||||||
|
|
||||||
m_headRigidbody.AddForce(CameraTransform.forward * ThrowForce, ForceMode.Impulse);
|
m_headRigidbody.AddForce(CameraTransform.forward * ThrowForce, ForceMode.Impulse);
|
||||||
}
|
}
|
||||||
@@ -82,6 +104,7 @@ public class PlayerHeadController : MonoBehaviour
|
|||||||
|
|
||||||
private void PickupHead()
|
private void PickupHead()
|
||||||
{
|
{
|
||||||
|
Debug.Log("PickupHead");
|
||||||
isHoldingHead = true;
|
isHoldingHead = true;
|
||||||
|
|
||||||
if (m_headRigidbody != null)
|
if (m_headRigidbody != null)
|
||||||
|
|||||||
@@ -1,6 +1,5 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.InputSystem;
|
using UnityEngine.InputSystem;
|
||||||
using UnityEngine.Windows;
|
|
||||||
|
|
||||||
public class PlayerInputController : MonoBehaviour
|
public class PlayerInputController : MonoBehaviour
|
||||||
{
|
{
|
||||||
@@ -10,8 +9,8 @@ public class PlayerInputController : MonoBehaviour
|
|||||||
private InputAction m_lookAction;
|
private InputAction m_lookAction;
|
||||||
private InputAction m_jumpAction;
|
private InputAction m_jumpAction;
|
||||||
private InputAction m_throwAction;
|
private InputAction m_throwAction;
|
||||||
private InputAction m_pickupAction;
|
|
||||||
private InputAction m_shiftAction;
|
private InputAction m_shiftAction;
|
||||||
|
private InputAction m_headInteractAction;
|
||||||
|
|
||||||
public Vector2 MoveAmount { get; private set; }
|
public Vector2 MoveAmount { get; private set; }
|
||||||
public Vector2 LookAmount { get; private set; }
|
public Vector2 LookAmount { get; private set; }
|
||||||
@@ -19,7 +18,7 @@ public class PlayerInputController : MonoBehaviour
|
|||||||
public bool JumpPressed { get; private set; }
|
public bool JumpPressed { get; private set; }
|
||||||
public bool ShiftPressed { get; private set; }
|
public bool ShiftPressed { get; private set; }
|
||||||
public bool ThrowPressed { get; private set; }
|
public bool ThrowPressed { get; private set; }
|
||||||
public bool PickupPressed { get; private set; }
|
public bool HeadInteractionPressed { get; private set; }
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
@@ -30,7 +29,7 @@ public class PlayerInputController : MonoBehaviour
|
|||||||
m_jumpAction = map.FindAction("Jump");
|
m_jumpAction = map.FindAction("Jump");
|
||||||
m_shiftAction = map.FindAction("Shift");
|
m_shiftAction = map.FindAction("Shift");
|
||||||
m_throwAction = map.FindAction("Throw");
|
m_throwAction = map.FindAction("Throw");
|
||||||
m_pickupAction = map.FindAction("Pickup");
|
m_headInteractAction = map.FindAction("HeadInteract");
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnEnable()
|
private void OnEnable()
|
||||||
@@ -51,6 +50,6 @@ public class PlayerInputController : MonoBehaviour
|
|||||||
ShiftPressed = m_shiftAction.IsPressed();
|
ShiftPressed = m_shiftAction.IsPressed();
|
||||||
JumpPressed = m_jumpAction.WasPressedThisFrame();
|
JumpPressed = m_jumpAction.WasPressedThisFrame();
|
||||||
ThrowPressed = m_throwAction.WasPressedThisFrame();
|
ThrowPressed = m_throwAction.WasPressedThisFrame();
|
||||||
PickupPressed = m_pickupAction.WasPressedThisFrame();
|
HeadInteractionPressed = m_headInteractAction.WasPressedThisFrame();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
8
Assets/Code/Subtitles.meta
Normal file
8
Assets/Code/Subtitles.meta
Normal file
@@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 3952fe191e7e945b3ba35d76408a51a6
|
||||||
|
folderAsset: yes
|
||||||
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DefaultImporter:
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externalObjects: {}
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|
assetBundleName:
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|
assetBundleVariant:
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||||||
29
Assets/Code/Subtitles/Level01_Room1.json
Normal file
29
Assets/Code/Subtitles/Level01_Room1.json
Normal file
@@ -0,0 +1,29 @@
|
|||||||
|
{
|
||||||
|
"lines": [
|
||||||
|
{
|
||||||
|
"speaker": "SYSTEME",
|
||||||
|
"text": "Hello, UNIT SB-3954. You are in a simulation for testing your ability to move and interact.",
|
||||||
|
"duration": 6.5
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"speaker": "SYSTEME",
|
||||||
|
"text": "Your goal is to prove that your system is working and that you can move and interact with the environment.",
|
||||||
|
"duration": 5
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"speaker": "SYSTEME",
|
||||||
|
"text": "To move, use ZQSD. To interact with objects, use \"E\".",
|
||||||
|
"duration": 5
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"speaker": "SYSTEME",
|
||||||
|
"text": "You can also use the mouse to look around, and use Left Click to launch your head.",
|
||||||
|
"duration": 3
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"speaker": "SYSTEME",
|
||||||
|
"text": "Good luck, UNIT SB-3954.",
|
||||||
|
"duration": 3
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
7
Assets/Code/Subtitles/Level01_Room1.json.meta
Normal file
7
Assets/Code/Subtitles/Level01_Room1.json.meta
Normal file
@@ -0,0 +1,7 @@
|
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|
fileFormatVersion: 2
|
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|
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||||||
29
Assets/Code/Subtitles/Level01_Room2.json
Normal file
29
Assets/Code/Subtitles/Level01_Room2.json
Normal file
@@ -0,0 +1,29 @@
|
|||||||
|
{
|
||||||
|
"lines": [
|
||||||
|
{
|
||||||
|
"speaker": "SYSTEME",
|
||||||
|
"text": "Good job, UNIT SB-3954. You have successfully completed the first test.",
|
||||||
|
"duration": 4.5
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"speaker": "SYSTEME",
|
||||||
|
"text": "I see that your module of ejection of your head is still working.",
|
||||||
|
"duration": 4
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"speaker": "SYSTEME",
|
||||||
|
"text": "Now that you understand you can launch your head, use your head to see at a different angle.",
|
||||||
|
"duration": 5
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"speaker": "SYSTEME",
|
||||||
|
"text": "You lift your head and look around, for that use \"R\".",
|
||||||
|
"duration": 3
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"speaker": "SYSTEME",
|
||||||
|
"text": "Use this to find the code for the door.",
|
||||||
|
"duration": 4.5
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
7
Assets/Code/Subtitles/Level01_Room2.json.meta
Normal file
7
Assets/Code/Subtitles/Level01_Room2.json.meta
Normal file
@@ -0,0 +1,7 @@
|
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<<<<<<<< HEAD:Assets/Level/Prefabs/World/MovingDoor.prefab
|
||||||
|
m_Name: MovingDoor
|
||||||
|
========
|
||||||
|
m_Name: BigDoor
|
||||||
|
>>>>>>>> feat/level/create-level-1:Assets/Level/Prefabs/Interactives/BigDoor.prefab
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Assets/TextMesh Pro/Examples & Extras/Fonts/Anton OFL.txt
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Copyright (c) 2011, Vernon Adams (vern@newtypography.co.uk),
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with Reserved Font Name Anton.
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This Font Software is licensed under the SIL Open Font License, Version 1.1.
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http://scripts.sil.org/OFL
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-----------------------------------------------------------
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|
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
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|
-----------------------------------------------------------
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||||||
|
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||||||
|
PREAMBLE
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||||||
|
The goals of the Open Font License (OFL) are to stimulate worldwide
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||||||
|
development of collaborative font projects, to support the font creation
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||||||
|
efforts of academic and linguistic communities, and to provide a free and
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||||||
|
open framework in which fonts may be shared and improved in partnership
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||||||
|
with others.
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||||||
|
|
||||||
|
The OFL allows the licensed fonts to be used, studied, modified and
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||||||
|
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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|
redistributed and/or sold with any software provided that any reserved
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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
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||||||
|
requirement for fonts to remain under this license does not apply
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to any document created using the fonts or their derivatives.
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DEFINITIONS
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PERMISSION & CONDITIONS
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a copy of the Font Software, to use, study, copy, merge, embed, modify,
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TERMINATION
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This license becomes null and void if any of the above conditions are
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|
not met.
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|
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DISCLAIMER
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THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
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93
Assets/TextMesh Pro/Examples & Extras/Fonts/Bangers - OFL.txt
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93
Assets/TextMesh Pro/Examples & Extras/Fonts/Bangers - OFL.txt
Executable file
@@ -0,0 +1,93 @@
|
|||||||
|
Copyright (c) 2010 by vernon adams (vern@newtypography.co.uk),
|
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|
with Reserved Font Name Bangers.
|
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|
This Font Software is licensed under the SIL Open Font License, Version 1.1.
|
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|
This license is copied below, and is also available with a FAQ at:
|
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|
http://scripts.sil.org/OFL
|
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|
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||||||
|
|
||||||
|
-----------------------------------------------------------
|
||||||
|
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||||
|
-----------------------------------------------------------
|
||||||
|
|
||||||
|
PREAMBLE
|
||||||
|
The goals of the Open Font License (OFL) are to stimulate worldwide
|
||||||
|
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
|
||||||
|
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|
||||||
|
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|
||||||
|
requirement for fonts to remain under this license does not apply
|
||||||
|
to any document created using the fonts or their derivatives.
|
||||||
|
|
||||||
|
DEFINITIONS
|
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|
"Font Software" refers to the set of files released by the Copyright
|
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Holder(s) under this license and clearly marked as such. This may
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include source files, build scripts and documentation.
|
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|
|
||||||
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"Reserved Font Name" refers to any names specified as such after the
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copyright statement(s).
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"Original Version" refers to the collection of Font Software components as
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distributed by the Copyright Holder(s).
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||||||
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or substituting -- in part or in whole -- any of the components of the
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||||||
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|
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|
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"Author" refers to any designer, engineer, programmer, technical
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writer or other person who contributed to the Font Software.
|
||||||
|
|
||||||
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PERMISSION & CONDITIONS
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||||||
|
Permission is hereby granted, free of charge, to any person obtaining
|
||||||
|
a copy of the Font Software, to use, study, copy, merge, embed, modify,
|
||||||
|
redistribute, and sell modified and unmodified copies of the Font
|
||||||
|
Software, subject to the following conditions:
|
||||||
|
|
||||||
|
1) Neither the Font Software nor any of its individual components,
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||||||
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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
|
||||||
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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
|
||||||
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binary files as long as those fields can be easily viewed by the user.
|
||||||
|
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|
3) No Modified Version of the Font Software may use the Reserved Font
|
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Name(s) unless explicit written permission is granted by the corresponding
|
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Copyright Holder. This restriction only applies to the primary font name as
|
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|
presented to the users.
|
||||||
|
|
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4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
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Software shall not be used to promote, endorse or advertise any
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Modified Version, except to acknowledge the contribution(s) of the
|
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|
Copyright Holder(s) and the Author(s) or with their explicit written
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permission.
|
||||||
|
|
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5) The Font Software, modified or unmodified, in part or in whole,
|
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|
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
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THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
|
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|
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
|
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OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
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COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
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|
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
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||||||
|
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
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|
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
|
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|
OTHER DEALINGS IN THE FONT SOFTWARE.
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||||||
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Assets/TextMesh Pro/Examples & Extras/Fonts/Oswald-Bold - OFL.txt
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92
Assets/TextMesh Pro/Examples & Extras/Fonts/Oswald-Bold - OFL.txt
Executable file
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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
|
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|
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
|
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|
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
|
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|
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.
|
||||||
8
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202
Assets/TextMesh Pro/Examples & Extras/Fonts/Roboto-Bold - AFL.txt
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202
Assets/TextMesh Pro/Examples & Extras/Fonts/Roboto-Bold - AFL.txt
Executable file
@@ -0,0 +1,202 @@
|
|||||||
|
|
||||||
|
Apache License
|
||||||
|
Version 2.0, January 2004
|
||||||
|
http://www.apache.org/licenses/
|
||||||
|
|
||||||
|
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
|
||||||
|
|
||||||
|
1. Definitions.
|
||||||
|
|
||||||
|
"License" shall mean the terms and conditions for use, reproduction,
|
||||||
|
and distribution as defined by Sections 1 through 9 of this document.
|
||||||
|
|
||||||
|
"Licensor" shall mean the copyright owner or entity authorized by
|
||||||
|
the copyright owner that is granting the License.
|
||||||
|
|
||||||
|
"Legal Entity" shall mean the union of the acting entity and all
|
||||||
|
other entities that control, are controlled by, or are under common
|
||||||
|
control with that entity. For the purposes of this definition,
|
||||||
|
"control" means (i) the power, direct or indirect, to cause the
|
||||||
|
direction or management of such entity, whether by contract or
|
||||||
|
otherwise, or (ii) ownership of fifty percent (50%) or more of the
|
||||||
|
outstanding shares, or (iii) beneficial ownership of such entity.
|
||||||
|
|
||||||
|
"You" (or "Your") shall mean an individual or Legal Entity
|
||||||
|
exercising permissions granted by this License.
|
||||||
|
|
||||||
|
"Source" form shall mean the preferred form for making modifications,
|
||||||
|
including but not limited to software source code, documentation
|
||||||
|
source, and configuration files.
|
||||||
|
|
||||||
|
"Object" form shall mean any form resulting from mechanical
|
||||||
|
transformation or translation of a Source form, including but
|
||||||
|
not limited to compiled object code, generated documentation,
|
||||||
|
and conversions to other media types.
|
||||||
|
|
||||||
|
"Work" shall mean the work of authorship, whether in Source or
|
||||||
|
Object form, made available under the License, as indicated by a
|
||||||
|
copyright notice that is included in or attached to the work
|
||||||
|
(an example is provided in the Appendix below).
|
||||||
|
|
||||||
|
"Derivative Works" shall mean any work, whether in Source or Object
|
||||||
|
form, that is based on (or derived from) the Work and for which the
|
||||||
|
editorial revisions, annotations, elaborations, or other modifications
|
||||||
|
represent, as a whole, an original work of authorship. For the purposes
|
||||||
|
of this License, Derivative Works shall not include works that remain
|
||||||
|
separable from, or merely link (or bind by name) to the interfaces of,
|
||||||
|
the Work and Derivative Works thereof.
|
||||||
|
|
||||||
|
"Contribution" shall mean any work of authorship, including
|
||||||
|
the original version of the Work and any modifications or additions
|
||||||
|
to that Work or Derivative Works thereof, that is intentionally
|
||||||
|
submitted to Licensor for inclusion in the Work by the copyright owner
|
||||||
|
or by an individual or Legal Entity authorized to submit on behalf of
|
||||||
|
the copyright owner. For the purposes of this definition, "submitted"
|
||||||
|
means any form of electronic, verbal, or written communication sent
|
||||||
|
to the Licensor or its representatives, including but not limited to
|
||||||
|
communication on electronic mailing lists, source code control systems,
|
||||||
|
and issue tracking systems that are managed by, or on behalf of, the
|
||||||
|
Licensor for the purpose of discussing and improving the Work, but
|
||||||
|
excluding communication that is conspicuously marked or otherwise
|
||||||
|
designated in writing by the copyright owner as "Not a Contribution."
|
||||||
|
|
||||||
|
"Contributor" shall mean Licensor and any individual or Legal Entity
|
||||||
|
on behalf of whom a Contribution has been received by Licensor and
|
||||||
|
subsequently incorporated within the Work.
|
||||||
|
|
||||||
|
2. Grant of Copyright License. Subject to the terms and conditions of
|
||||||
|
this License, each Contributor hereby grants to You a perpetual,
|
||||||
|
worldwide, non-exclusive, no-charge, royalty-free, irrevocable
|
||||||
|
copyright license to reproduce, prepare Derivative Works of,
|
||||||
|
publicly display, publicly perform, sublicense, and distribute the
|
||||||
|
Work and such Derivative Works in Source or Object form.
|
||||||
|
|
||||||
|
3. Grant of Patent License. Subject to the terms and conditions of
|
||||||
|
this License, each Contributor hereby grants to You a perpetual,
|
||||||
|
worldwide, non-exclusive, no-charge, royalty-free, irrevocable
|
||||||
|
(except as stated in this section) patent license to make, have made,
|
||||||
|
use, offer to sell, sell, import, and otherwise transfer the Work,
|
||||||
|
where such license applies only to those patent claims licensable
|
||||||
|
by such Contributor that are necessarily infringed by their
|
||||||
|
Contribution(s) alone or by combination of their Contribution(s)
|
||||||
|
with the Work to which such Contribution(s) was submitted. If You
|
||||||
|
institute patent litigation against any entity (including a
|
||||||
|
cross-claim or counterclaim in a lawsuit) alleging that the Work
|
||||||
|
or a Contribution incorporated within the Work constitutes direct
|
||||||
|
or contributory patent infringement, then any patent licenses
|
||||||
|
granted to You under this License for that Work shall terminate
|
||||||
|
as of the date such litigation is filed.
|
||||||
|
|
||||||
|
4. Redistribution. You may reproduce and distribute copies of the
|
||||||
|
Work or Derivative Works thereof in any medium, with or without
|
||||||
|
modifications, and in Source or Object form, provided that You
|
||||||
|
meet the following conditions:
|
||||||
|
|
||||||
|
(a) You must give any other recipients of the Work or
|
||||||
|
Derivative Works a copy of this License; and
|
||||||
|
|
||||||
|
(b) You must cause any modified files to carry prominent notices
|
||||||
|
stating that You changed the files; and
|
||||||
|
|
||||||
|
(c) You must retain, in the Source form of any Derivative Works
|
||||||
|
that You distribute, all copyright, patent, trademark, and
|
||||||
|
attribution notices from the Source form of the Work,
|
||||||
|
excluding those notices that do not pertain to any part of
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|
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(d) If the Work includes a "NOTICE" text file as part of its
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You may add Your own copyright statement to Your modifications and
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5. Submission of Contributions. Unless You explicitly state otherwise,
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||||||
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any Contribution intentionally submitted for inclusion in the Work
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||||||
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||||||
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|
||||||
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with Licensor regarding such Contributions.
|
||||||
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|
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6. Trademarks. This License does not grant permission to use the trade
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||||||
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||||||
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|
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||||||
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||||||
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|
||||||
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||||||
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whether in tort (including negligence), contract, or otherwise,
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||||||
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unless required by applicable law (such as deliberate and grossly
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||||||
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||||||
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|
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||||||
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||||||
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defend, and hold each Contributor harmless for any liability
|
||||||
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||||||
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of your accepting any such warranty or additional liability.
|
||||||
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|
||||||
|
END OF TERMS AND CONDITIONS
|
||||||
|
|
||||||
|
APPENDIX: How to apply the Apache License to your work.
|
||||||
|
|
||||||
|
To apply the Apache License to your work, attach the following
|
||||||
|
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||||||
|
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||||||
|
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|
||||||
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||||||
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||||||
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|
||||||
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|
||||||
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|
||||||
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Copyright [yyyy] [name of copyright owner]
|
||||||
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|
||||||
|
Licensed under the Apache License, Version 2.0 (the "License");
|
||||||
|
you may not use this file except in compliance with the License.
|
||||||
|
You may obtain a copy of the License at
|
||||||
|
|
||||||
|
http://www.apache.org/licenses/LICENSE-2.0
|
||||||
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|
||||||
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Unless required by applicable law or agreed to in writing, software
|
||||||
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distributed under the License is distributed on an "AS IS" BASIS,
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||||||
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||||
|
See the License for the specific language governing permissions and
|
||||||
|
limitations under the License.
|
||||||
8
Assets/TextMesh Pro/Examples & Extras/Fonts/Roboto-Bold - AFL.txt.meta
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Assets/TextMesh Pro/Examples & Extras/Fonts/Roboto-Bold - License.txt
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3
Assets/TextMesh Pro/Examples & Extras/Fonts/Roboto-Bold - License.txt
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|
|||||||
|
This font is licensed under the Apache License, Version 2.0.
|
||||||
|
|
||||||
|
See the following link for full licensing terms https://www.apache.org/licenses/LICENSE-2.0
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92
Assets/TextMesh Pro/Examples & Extras/Fonts/Unity - OFL.txt
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92
Assets/TextMesh Pro/Examples & Extras/Fonts/Unity - OFL.txt
Executable file
@@ -0,0 +1,92 @@
|
|||||||
|
Copyright (c) 2020-2021, Unity, with Reserved Font Names 'Unity'
|
||||||
|
This Font Software is licensed under the SIL Open Font License, Version 1.1.
|
||||||
|
This license is copied below, and is also available with a FAQ at:
|
||||||
|
http://scripts.sil.org/OFL
|
||||||
|
|
||||||
|
|
||||||
|
-----------------------------------------------------------
|
||||||
|
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||||
|
-----------------------------------------------------------
|
||||||
|
|
||||||
|
PREAMBLE
|
||||||
|
The goals of the Open Font License (OFL) are to stimulate worldwide
|
||||||
|
development of collaborative font projects, to support the font creation
|
||||||
|
efforts of academic and linguistic communities, and to provide a free and
|
||||||
|
open framework in which fonts may be shared and improved in partnership
|
||||||
|
with others.
|
||||||
|
|
||||||
|
The OFL allows the licensed fonts to be used, studied, modified and
|
||||||
|
redistributed freely as long as they are not sold by themselves. The
|
||||||
|
fonts, including any derivative works, can be bundled, embedded,
|
||||||
|
redistributed and/or sold with any software provided that any reserved
|
||||||
|
names are not used by derivative works. The fonts and derivatives,
|
||||||
|
however, cannot be released under any other type of license. The
|
||||||
|
requirement for fonts to remain under this license does not apply
|
||||||
|
to any document created using the fonts or their derivatives.
|
||||||
|
|
||||||
|
DEFINITIONS
|
||||||
|
"Font Software" refers to the set of files released by the Copyright
|
||||||
|
Holder(s) under this license and clearly marked as such. This may
|
||||||
|
include source files, build scripts and documentation.
|
||||||
|
|
||||||
|
"Reserved Font Name" refers to any names specified as such after the
|
||||||
|
copyright statement(s).
|
||||||
|
|
||||||
|
"Original Version" refers to the collection of Font Software components as
|
||||||
|
distributed by the Copyright Holder(s).
|
||||||
|
|
||||||
|
"Modified Version" refers to any derivative made by adding to, deleting,
|
||||||
|
or substituting -- in part or in whole -- any of the components of the
|
||||||
|
Original Version, by changing formats or by porting the Font Software to a
|
||||||
|
new environment.
|
||||||
|
|
||||||
|
"Author" refers to any designer, engineer, programmer, technical
|
||||||
|
writer or other person who contributed to the Font Software.
|
||||||
|
|
||||||
|
PERMISSION & CONDITIONS
|
||||||
|
Permission is hereby granted, free of charge, to any person obtaining
|
||||||
|
a copy of the Font Software, to use, study, copy, merge, embed, modify,
|
||||||
|
redistribute, and sell modified and unmodified copies of the Font
|
||||||
|
Software, subject to the following conditions:
|
||||||
|
|
||||||
|
1) Neither the Font Software nor any of its individual components,
|
||||||
|
in Original or Modified Versions, may be sold by itself.
|
||||||
|
|
||||||
|
2) Original or Modified Versions of the Font Software may be bundled,
|
||||||
|
redistributed and/or sold with any software, provided that each copy
|
||||||
|
contains the above copyright notice and this license. These can be
|
||||||
|
included either as stand-alone text files, human-readable headers or
|
||||||
|
in the appropriate machine-readable metadata fields within text or
|
||||||
|
binary files as long as those fields can be easily viewed by the user.
|
||||||
|
|
||||||
|
3) No Modified Version of the Font Software may use the Reserved Font
|
||||||
|
Name(s) unless explicit written permission is granted by the corresponding
|
||||||
|
Copyright Holder. This restriction only applies to the primary font name as
|
||||||
|
presented to the users.
|
||||||
|
|
||||||
|
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
|
||||||
|
Software shall not be used to promote, endorse or advertise any
|
||||||
|
Modified Version, except to acknowledge the contribution(s) of the
|
||||||
|
Copyright Holder(s) and the Author(s) or with their explicit written
|
||||||
|
permission.
|
||||||
|
|
||||||
|
5) The Font Software, modified or unmodified, in part or in whole,
|
||||||
|
must be distributed entirely under this license, and must not be
|
||||||
|
distributed under any other license. The requirement for fonts to
|
||||||
|
remain under this license does not apply to any document created
|
||||||
|
using the Font Software.
|
||||||
|
|
||||||
|
TERMINATION
|
||||||
|
This license becomes null and void if any of the above conditions are
|
||||||
|
not met.
|
||||||
|
|
||||||
|
DISCLAIMER
|
||||||
|
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||||
|
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
|
||||||
|
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
|
||||||
|
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
|
||||||
|
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
||||||
|
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
|
||||||
|
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||||
|
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
|
||||||
|
OTHER DEALINGS IN THE FONT SOFTWARE.
|
||||||
8
Assets/TextMesh Pro/Examples & Extras/Fonts/Unity - OFL.txt.meta
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8
Assets/TextMesh Pro/Examples & Extras/Fonts/Unity - OFL.txt.meta
Executable file
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|
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|
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|
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|
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|
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|
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|
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|
TextScriptImporter:
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|
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|
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BIN
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