Press 1 to change to LMC scene, press 2 to change to look up table, press Z to stop/start noclipping. The look up table will be added soon
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@ -1,60 +0,0 @@
|
|||||||
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;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
@ -1,11 +0,0 @@
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fileFormatVersion: 2
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MonoImporter:
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externalObjects: {}
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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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assetBundleVariant:
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fileFormatVersion: 2
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guid: ed4e669edba79234f83d0b88886c64a2
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleVariant:
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fileFormatVersion: 2
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guid: 122949bc315ef7d48aef6221c5b75666
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NativeFormatImporter:
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externalObjects: {}
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mainObjectFileID: 11400000
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userData:
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assetBundleName:
|
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assetBundleVariant:
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|
@ -1,245 +0,0 @@
|
|||||||
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();
|
|
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@ -1,44 +0,0 @@
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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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assetBundleName:
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assetBundleVariant:
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@ -1,90 +0,0 @@
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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
|
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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
|
|
||||||
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.
|
|
||||||
|
|
||||||
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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||||||
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.
|
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||||||
|
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||||||
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||||||
|
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copyright statement(s).
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|
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a copy of the Font Software, to use, study, copy, merge, embed, modify,
|
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||||||
redistribute, and sell modified and unmodified copies of the Font
|
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||||||
Software, subject to the following conditions:
|
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|
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|
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|
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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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|
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|
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remain under this license does not apply to any document created
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using the Font Software.
|
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||||||
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||||||
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|
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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
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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
|
|
||||||
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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||||||
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redistributed freely as long as they are not sold by themselves. The
|
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||||||
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,
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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
|
|
||||||
to any document created using the fonts or their derivatives.
|
|
||||||
|
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||||||
DEFINITIONS
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||||||
"Font Software" refers to the set of files released by the Copyright
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||||||
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|
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||||||
include source files, build scripts and documentation.
|
|
||||||
|
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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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||||||
|
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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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||||||
"Modified Version" refers to any derivative made by adding to, deleting,
|
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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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||||||
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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
|
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||||||
Software, subject to the following conditions:
|
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||||||
|
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||||||
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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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
|
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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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||||||
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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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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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|
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|
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|
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||||||
remain under this license does not apply to any document created
|
|
||||||
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
|
|
||||||
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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|
|
||||||
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.
|
|
||||||
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m_Height: 0
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m_CompleteImageSize: 0
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m_TextureFormat: 1
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m_MipCount: 1
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m_IsReadable: 1
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m_StreamingMipmaps: 0
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m_StreamingMipmapsPriority: 0
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m_AlphaIsTransparency: 0
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m_ImageCount: 1
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m_TextureDimension: 2
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m_TextureSettings:
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serializedVersion: 2
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m_FilterMode: 1
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m_Aniso: 1
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m_MipBias: 0
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m_WrapU: 0
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m_WrapV: 0
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m_WrapW: 0
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m_LightmapFormat: 0
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m_ColorSpace: 0
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image data: 0
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m_StreamData:
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offset: 0
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size: 0
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path:
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@ -1,6 +0,0 @@
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fileFormatVersion: 2
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guid: 125cb55b44b24c4393181402bc6200e6
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NativeFormatImporter:
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userData:
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assetBundleName:
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assetBundleVariant:
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|
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Reference in New Issue