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humanDescription:
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serializedVersion: 3
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human: []
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skeleton: []
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upperLegTwist: 0.5
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legStretch: 0.05
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rootMotionBoneName:
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additionalBone: 0
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userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -0,0 +1,60 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class DoorAnimation : MonoBehaviour
|
||||||
|
{
|
||||||
|
// Start is called before the first frame update
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
public int CurrentAction = 0;
|
||||||
|
public int TimeRotation = 0;
|
||||||
|
public float AngleRotation = -160.0f, TimePassed = 0.0f;
|
||||||
|
public bool DoorIsMoving = false;
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OpenDoor() {
|
||||||
|
CurrentAction = 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void CloseDoor() {
|
||||||
|
CurrentAction = 2;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
if(CurrentAction == 1) {
|
||||||
|
if(TimePassed < 1.0f) {
|
||||||
|
float NewTime = Mathf.Min(1.0f - TimePassed, Time.deltaTime);
|
||||||
|
float AngleRotate = AngleRotation * NewTime;
|
||||||
|
transform.Rotate(0, 0, AngleRotate);
|
||||||
|
TimePassed += NewTime;
|
||||||
|
DoorIsMoving = true;
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
DoorIsMoving = false;
|
||||||
|
CurrentAction = 0;
|
||||||
|
TimePassed = 0.0f;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if(CurrentAction == 2) {
|
||||||
|
if(TimePassed < 1.0f) {
|
||||||
|
float NewTime = Mathf.Min(1.0f - TimePassed, Time.deltaTime);
|
||||||
|
float AngleRotate = -AngleRotation * NewTime;
|
||||||
|
transform.Rotate(0, 0, AngleRotate);
|
||||||
|
TimePassed += NewTime;
|
||||||
|
DoorIsMoving = true;
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
DoorIsMoving = false;
|
||||||
|
CurrentAction = 0;
|
||||||
|
TimePassed = 0.0f;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
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|
guid: ed4044aee80d39a4fa934c51059b8e5d
|
||||||
|
MonoImporter:
|
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|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
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|
defaultReferences: []
|
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|
executionOrder: 0
|
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|
icon: {instanceID: 0}
|
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|
userData:
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assetBundleName:
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assetBundleVariant:
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|
fileFormatVersion: 2
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|
guid: ed4e669edba79234f83d0b88886c64a2
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
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|
userData:
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|
assetBundleName:
|
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|
assetBundleVariant:
|
File diff suppressed because one or more lines are too long
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|
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|
fileFormatVersion: 2
|
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|
guid: 122949bc315ef7d48aef6221c5b75666
|
||||||
|
NativeFormatImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
mainObjectFileID: 11400000
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -0,0 +1,245 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using TMPro;
|
||||||
|
|
||||||
|
public class Operation {
|
||||||
|
public int idx, val, op;
|
||||||
|
// 0: ChangeValue
|
||||||
|
// 1: OpenDoor
|
||||||
|
// 2: CloseDoor
|
||||||
|
// 3: Delay
|
||||||
|
// 4: AddValue
|
||||||
|
}
|
||||||
|
|
||||||
|
public class Initalize : MonoBehaviour
|
||||||
|
{
|
||||||
|
public GameObject[] Boxes;
|
||||||
|
public DoorAnimation[] Door;
|
||||||
|
public NewTextModify[] Label;
|
||||||
|
public GameObject AllBoxes;
|
||||||
|
public int IndexChange = -1, ActionChange = -1, TimeStop = 0, Accumulator = 0;
|
||||||
|
public bool ActionExisted = false, ActionMoving = false;
|
||||||
|
Queue<Operation> AllOperation = new Queue<Operation>();
|
||||||
|
|
||||||
|
public GameObject TextAreaInstruction, TextAreaInput, CompileButton;
|
||||||
|
public TextMeshProUGUI Instruction, Input, AnotherDisplayAccumulator;
|
||||||
|
Queue<int> AllInput = new Queue<int>();
|
||||||
|
public int Output;
|
||||||
|
|
||||||
|
private bool GonnaCompile = true;
|
||||||
|
private int FakeAccumulator = 0;
|
||||||
|
private int[] FakeBoxes = new int[100];
|
||||||
|
|
||||||
|
// Start is called before the first frame update
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
// public string s = DisplayAccumulator.GetComponent<TextMeshProUGUI>();
|
||||||
|
for(int i = 0; i < 100; ++i) {
|
||||||
|
Boxes[i] = AllBoxes.gameObject.transform.GetChild(i).gameObject;
|
||||||
|
Label[i] = Boxes[i].GetComponent<NewTextModify>();
|
||||||
|
Door[i] = Boxes[i].gameObject.transform.GetChild(0).GetChild(0).GetComponent<DoorAnimation>();
|
||||||
|
Label[i].Init(i);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public Operation Cope(int idx, int val, int op) {
|
||||||
|
var Op = new Operation();
|
||||||
|
Op.idx = idx; Op.val = val; Op.op = op;
|
||||||
|
return Op;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Put value from Box into Accumulator
|
||||||
|
void Op5(int idx) {
|
||||||
|
AllOperation.Enqueue(Cope(idx, 0, 1));
|
||||||
|
AllOperation.Enqueue(Cope(100, FakeBoxes[idx], 0));
|
||||||
|
AllOperation.Enqueue(Cope(0, 100, 3));
|
||||||
|
AllOperation.Enqueue(Cope(idx, 0, 2));
|
||||||
|
FakeAccumulator = FakeBoxes[idx];
|
||||||
|
}
|
||||||
|
|
||||||
|
// Put value from Accumulator into Box
|
||||||
|
void Op3(int idx) {
|
||||||
|
// Code to animate number to fly up from Accumulator
|
||||||
|
AllOperation.Enqueue(Cope(idx, 0, 1));
|
||||||
|
AllOperation.Enqueue(Cope(idx, FakeAccumulator, 0));
|
||||||
|
AllOperation.Enqueue(Cope(0, 100, 3));
|
||||||
|
AllOperation.Enqueue(Cope(idx, 0, 2));
|
||||||
|
FakeBoxes[idx] = FakeAccumulator;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Get value from Box and add into Accumulator
|
||||||
|
void Op1(int idx) {
|
||||||
|
AllOperation.Enqueue(Cope(idx, 0, 1));
|
||||||
|
AllOperation.Enqueue(Cope(100, FakeBoxes[idx], 4));
|
||||||
|
AllOperation.Enqueue(Cope(0, 100, 3));
|
||||||
|
AllOperation.Enqueue(Cope(idx, 0, 2));
|
||||||
|
FakeAccumulator += FakeBoxes[idx];
|
||||||
|
}
|
||||||
|
|
||||||
|
// Get value from Box and subtract from Accumulator
|
||||||
|
void Op2(int idx) {
|
||||||
|
AllOperation.Enqueue(Cope(idx, 0, 1));
|
||||||
|
AllOperation.Enqueue(Cope(100, -FakeBoxes[idx], 4));
|
||||||
|
AllOperation.Enqueue(Cope(0, 100, 3));
|
||||||
|
AllOperation.Enqueue(Cope(idx, 0, 2));
|
||||||
|
FakeAccumulator -= FakeBoxes[idx];
|
||||||
|
}
|
||||||
|
|
||||||
|
void Op901() {
|
||||||
|
// Code to summon number from Input Bracket
|
||||||
|
AllOperation.Enqueue(Cope(100, AllInput.Peek(), 0));
|
||||||
|
FakeAccumulator = AllInput.Peek(); AllInput.Dequeue();
|
||||||
|
}
|
||||||
|
|
||||||
|
void Op902() {
|
||||||
|
// Code to summon number from Accumulator
|
||||||
|
AllOperation.Enqueue(Cope(101, FakeAccumulator, 0));
|
||||||
|
// Output = FakeAccumulator;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Just update value of a box from nowhere
|
||||||
|
void UpdateValue(int idx, int value) {
|
||||||
|
AllOperation.Enqueue(Cope(idx, 0, 1));
|
||||||
|
AllOperation.Enqueue(Cope(idx, value, 0));
|
||||||
|
AllOperation.Enqueue(Cope(0, 100, 3));
|
||||||
|
AllOperation.Enqueue(Cope(idx, 0, 2));
|
||||||
|
FakeBoxes[idx] = value;
|
||||||
|
}
|
||||||
|
|
||||||
|
void CompileError() {
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
bool CheckDigit(char c) {
|
||||||
|
return (c >= '0' && c <= '9');
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Compile() {
|
||||||
|
if(!GonnaCompile) return;
|
||||||
|
GonnaCompile = false;
|
||||||
|
string InstructionText = Instruction.text;
|
||||||
|
string InputText = Input.text;
|
||||||
|
|
||||||
|
TextAreaInstruction.gameObject.SetActive(false);
|
||||||
|
CompileButton.gameObject.SetActive(false);
|
||||||
|
TextAreaInput.gameObject.SetActive(false);
|
||||||
|
|
||||||
|
int InputLength = InputText.Length;
|
||||||
|
for(int i = 0; i < InputLength; ++i) {
|
||||||
|
int idx = i, value = 0;
|
||||||
|
while(idx < InputLength && CheckDigit(InputText[idx])) {
|
||||||
|
value = value * 10 + (InputText[idx] - '0');
|
||||||
|
++idx;
|
||||||
|
}
|
||||||
|
if(i != idx) {
|
||||||
|
i = idx - 1;
|
||||||
|
AllInput.Enqueue(value);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
int[] EncodeOperation = new int[100];
|
||||||
|
int InstructionLength = InstructionText.Length, Counter = 0;
|
||||||
|
for(int i = 0; i < InstructionLength - 2; i += 4) {
|
||||||
|
while(i < InstructionLength && !CheckDigit(InstructionText[i]))
|
||||||
|
++i;
|
||||||
|
EncodeOperation[Counter] = Convert.ToInt32(InstructionText.Substring(i, 3));
|
||||||
|
Counter += 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
int ptr = 0;
|
||||||
|
while(true) {
|
||||||
|
int OpType = EncodeOperation[ptr] / 100;
|
||||||
|
int OpValue = EncodeOperation[ptr] % 100;
|
||||||
|
if(OpType == 0) {
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
else if(OpType == 9) {
|
||||||
|
if(OpValue == 1) Op901();
|
||||||
|
if(OpValue == 2) Op902();
|
||||||
|
}
|
||||||
|
else if(OpType == 1) {
|
||||||
|
Op1(OpValue);
|
||||||
|
}
|
||||||
|
else if(OpType == 2) {
|
||||||
|
Op2(OpValue);
|
||||||
|
}
|
||||||
|
else if(OpType == 3) {
|
||||||
|
Op3(OpValue);
|
||||||
|
}
|
||||||
|
else if(OpType == 5) {
|
||||||
|
Op5(OpValue);
|
||||||
|
}
|
||||||
|
else if(OpType == 6) {
|
||||||
|
ptr = OpValue;
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
else if(OpType == 7 && FakeAccumulator == 0) {
|
||||||
|
ptr = OpValue;
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
else if(OpType == 8 && FakeAccumulator >= 0) {
|
||||||
|
ptr = OpValue;
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
ptr += 1;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
// Compile();
|
||||||
|
if(TimeStop > 0) {
|
||||||
|
TimeStop -= 1;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if(ActionExisted) {
|
||||||
|
if(!Door[IndexChange].DoorIsMoving) {
|
||||||
|
if(ActionChange == 1) Door[IndexChange].OpenDoor();
|
||||||
|
else Door[IndexChange].CloseDoor();
|
||||||
|
}
|
||||||
|
if(Door[IndexChange].TimePassed >= 1.0f) {
|
||||||
|
ActionExisted = false;
|
||||||
|
IndexChange = -1;
|
||||||
|
ActionChange = -1;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
if(AllOperation.Count == 0) return;
|
||||||
|
var Current = AllOperation.Peek(); AllOperation.Dequeue();
|
||||||
|
if(Current.op == 0) {
|
||||||
|
if(Current.idx == 100) {
|
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using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using TMPro;
|
||||||
|
|
||||||
|
public class NewTextModify : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField]
|
||||||
|
private TextMeshProUGUI Name;
|
||||||
|
public int Val = 0;
|
||||||
|
private string s;
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
private string to_string(int x)
|
||||||
|
{
|
||||||
|
s = "";
|
||||||
|
while(x > 0)
|
||||||
|
{
|
||||||
|
s = (char)('0' + x % 10) + s;
|
||||||
|
x /= 10;
|
||||||
|
}
|
||||||
|
if (s == "") s = "0";
|
||||||
|
return s;
|
||||||
|
}
|
||||||
|
public void Init(int x)
|
||||||
|
{
|
||||||
|
if(x < 10) Name.text = '0' + to_string(x);
|
||||||
|
else Name.text = to_string(x);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
public int CurrentVal() {
|
||||||
|
return Val;
|
||||||
|
}
|
||||||
|
public void ChangeValue(int x)
|
||||||
|
{
|
||||||
|
Val = x;
|
||||||
|
}
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
}
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assetBundleVariant:
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@ -0,0 +1,90 @@
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|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class RobotAnimation : MonoBehaviour
|
||||||
|
{
|
||||||
|
public GameObject Robot;
|
||||||
|
public Animator robotanimation;
|
||||||
|
public int turning, pending, type, timer;
|
||||||
|
public float angle, curang,lmao;
|
||||||
|
|
||||||
|
float calc(float desire)
|
||||||
|
{
|
||||||
|
lmao = desire;
|
||||||
|
if (Mathf.Abs(desire - curang) <= 180F) return desire - curang;
|
||||||
|
else return 360F - (desire - curang);
|
||||||
|
}
|
||||||
|
|
||||||
|
void point(float x, float z, int pend)
|
||||||
|
{
|
||||||
|
float radians = Mathf.Atan((Robot.transform.position.x - x) / (Robot.transform.position.z-z));
|
||||||
|
float angl = calc(radians * (180 / Mathf.PI)) / 100F;
|
||||||
|
turning = 100;
|
||||||
|
pending = 100 + pend;
|
||||||
|
angle = angl;
|
||||||
|
type = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
void palm(int pend)
|
||||||
|
{
|
||||||
|
pending = 1 + pend;
|
||||||
|
type = 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
void palmnpoint(float x, float z, int pend)
|
||||||
|
{
|
||||||
|
float radians = Mathf.Atan((Robot.transform.position.x - x) / (Robot.transform.position.z-z));
|
||||||
|
float angl = calc(radians * (180 / Mathf.PI)) / 100F;
|
||||||
|
turning = 100;
|
||||||
|
pending = 100 + pend;
|
||||||
|
angle = angl;
|
||||||
|
type = 2;
|
||||||
|
}
|
||||||
|
|
||||||
|
void rest(int pend)
|
||||||
|
{
|
||||||
|
float angl = calc(0) / 100F;
|
||||||
|
turning = 100;
|
||||||
|
pending = 100 + pend;
|
||||||
|
angle = angl;
|
||||||
|
type = 3;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Start is called before the first frame update
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
robotanimation = GetComponent<Animator>();
|
||||||
|
point(24, 0, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
timer++;
|
||||||
|
if (timer == 300) palm(0);
|
||||||
|
if (turning > 0)
|
||||||
|
{
|
||||||
|
turning--;
|
||||||
|
Robot.transform.Rotate(0, angle, 0, Space.Self);
|
||||||
|
curang += angle;
|
||||||
|
}
|
||||||
|
if (pending > 0)
|
||||||
|
{
|
||||||
|
pending--;
|
||||||
|
if (pending == 0)
|
||||||
|
{
|
||||||
|
if (type == 0) robotanimation.Play("Point");
|
||||||
|
else if (type == 1) robotanimation.Play("OpenPalm");
|
||||||
|
else if (type == 2) robotanimation.Play("OpenPalm&Point");
|
||||||
|
else if (type == 3)
|
||||||
|
{
|
||||||
|
robotanimation.Play("Rest");
|
||||||
|
pending = 30;
|
||||||
|
type = 4;
|
||||||
|
}
|
||||||
|
else if (type == 4) robotanimation.Play("Idle");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
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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
|
||||||
|
names are not used by derivative works. The fonts and derivatives,
|
||||||
|
however, cannot be released under any other type of license. The
|
||||||
|
requirement for fonts to remain under this license does not apply
|
||||||
|
to any document created using the fonts or their derivatives.
|
||||||
|
|
||||||
|
DEFINITIONS
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|
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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.
|
||||||
|
|
||||||
|
"Reserved Font Name" refers to any names specified as such after the
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||||||
|
copyright statement(s).
|
||||||
|
|
||||||
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distributed by the Copyright Holder(s).
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|
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"Modified Version" refers to any derivative made by adding to, deleting,
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or substituting -- in part or in whole -- any of the components of the
|
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Original Version, by changing formats or by porting the Font Software to a
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new environment.
|
||||||
|
|
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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.
|
||||||
|
|
||||||
|
PERMISSION & CONDITIONS
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|
Permission is hereby granted, free of charge, to any person obtaining
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|
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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in Original or Modified Versions, may be sold by itself.
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||||||
|
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||||||
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|
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included either as stand-alone text files, human-readable headers or
|
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in the appropriate machine-readable metadata fields within text or
|
||||||
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|
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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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|
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||||||
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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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||||||
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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
|
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|
distributed under any other license. The requirement for fonts to
|
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|
remain under this license does not apply to any document created
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|
using the Font Software.
|
||||||
|
|
||||||
|
TERMINATION
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This license becomes null and void if any of the above conditions are
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||||||
|
not met.
|
||||||
|
|
||||||
|
DISCLAIMER
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|
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||||||
|
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MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
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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
|
||||||
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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,
|
||||||
|
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
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||||||
|
copyright statement(s).
|
||||||
|
|
||||||
|
"Original Version" refers to the collection of Font Software components as
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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
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||||||
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new environment.
|
||||||
|
|
||||||
|
"Author" refers to any designer, engineer, programmer, technical
|
||||||
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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
|
||||||
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Name(s) unless explicit written permission is granted by the corresponding
|
||||||
|
Copyright Holder. This restriction only applies to the primary font name as
|
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|
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
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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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|
||||||
|
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
|
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|
||||||
|
m_MipCount: 1
|
||||||
|
m_IsReadable: 1
|
||||||
|
m_StreamingMipmaps: 0
|
||||||
|
m_StreamingMipmapsPriority: 0
|
||||||
|
m_AlphaIsTransparency: 0
|
||||||
|
m_ImageCount: 1
|
||||||
|
m_TextureDimension: 2
|
||||||
|
m_TextureSettings:
|
||||||
|
serializedVersion: 2
|
||||||
|
m_FilterMode: 1
|
||||||
|
m_Aniso: 1
|
||||||
|
m_MipBias: 0
|
||||||
|
m_WrapU: 0
|
||||||
|
m_WrapV: 0
|
||||||
|
m_WrapW: 0
|
||||||
|
m_LightmapFormat: 0
|
||||||
|
m_ColorSpace: 0
|
||||||
|
image data: 0
|
||||||
|
_typelessdata:
|
||||||
|
m_StreamData:
|
||||||
|
offset: 0
|
||||||
|
size: 0
|
||||||
|
path:
|
@ -0,0 +1,6 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 125cb55b44b24c4393181402bc6200e6
|
||||||
|
NativeFormatImporter:
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
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Reference in New Issue