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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;
}
}
}
}

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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
// 5: MoveText
}
public class PositionText {
public Vector3 StartPoint;
public Vector3 EndPoint;
public string value;
}
public class Initalize : MonoBehaviour
{
public GameObject[] Boxes;
public DoorAnimation[] Door;
public NewTextModify[] Label;
public Spawner_Code MoveText;
public Canvas OutputCanvas;
public string UpdateOutputValue;
public GameObject AllBoxes, ParentMoveText, RobotText, RealRobot;
public RobotAnimation RobotA;
public int IndexChange = -1, ActionChange = -1, TimeStop = 0, Accumulator = 0;
public bool ActionExisted = false, ActionMoving = false, TextMoving = false, UpdateOutput = false, RobotRotating = false, GonnaRest = false, HoldingText = false, GonnaHoldText = 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>();
OutputCanvas.enabled = false;
RobotA = RealRobot.GetComponent<RobotAnimation>();
MoveText = ParentMoveText.gameObject.transform.GetChild(0).gameObject.GetComponent<Spawner_Code>();
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;
}
public PositionText Chill(float StartX, float StartY, float StartZ, float EndX, float EndY, float EndZ, string value) {
var PT = new PositionText();
PT.StartPoint = new Vector3(StartX, StartY, StartZ);
PT.EndPoint = new Vector3(EndX, EndY, EndZ);
PT.value = value;
return PT;
}
// Put value from Box into Accumulator
void Op5(int idx) {
AllOperation.Enqueue(Cope(idx, 0, 11));
AllOperation.Enqueue(Cope(idx, 0, 1));
AllOperation.Enqueue(Cope(idx, FakeBoxes[idx], -1));
AllOperation.Enqueue(Cope(100, 0, 12));
AllOperation.Enqueue(Cope(100, FakeBoxes[idx], -2));
AllOperation.Enqueue(Cope(100, FakeBoxes[idx], 0));
AllOperation.Enqueue(Cope(idx, 0, 2));
AllOperation.Enqueue(Cope(0, 0, 13));
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(100, 0, 11));
AllOperation.Enqueue(Cope(100, FakeAccumulator, -1));
AllOperation.Enqueue(Cope(idx, 0, 12));
AllOperation.Enqueue(Cope(idx, 0, 1));
AllOperation.Enqueue(Cope(idx, FakeAccumulator, -2));
AllOperation.Enqueue(Cope(idx, FakeAccumulator, 0));
AllOperation.Enqueue(Cope(idx, 0, 2));
AllOperation.Enqueue(Cope(0, 0, 13));
FakeBoxes[idx] = FakeAccumulator;
}
// Get value from Box and add into Accumulator
void Op1(int idx) {
AllOperation.Enqueue(Cope(idx, 0, 11));
AllOperation.Enqueue(Cope(idx, 0, 1));
AllOperation.Enqueue(Cope(idx, FakeBoxes[idx], -1));
AllOperation.Enqueue(Cope(100, 0, 12));
AllOperation.Enqueue(Cope(100, FakeBoxes[idx], -2));
AllOperation.Enqueue(Cope(100, FakeBoxes[idx], 4));
AllOperation.Enqueue(Cope(idx, 0, 2));
AllOperation.Enqueue(Cope(0, 0, 13));
FakeAccumulator += FakeBoxes[idx];
}
// Get value from Box and subtract from Accumulator
void Op2(int idx) {
AllOperation.Enqueue(Cope(idx, 0, 11));
AllOperation.Enqueue(Cope(idx, 0, 1));
AllOperation.Enqueue(Cope(idx, FakeBoxes[idx], -1));
AllOperation.Enqueue(Cope(100, 0, 12));
AllOperation.Enqueue(Cope(100, FakeBoxes[idx], -2));
AllOperation.Enqueue(Cope(100, -FakeBoxes[idx], 4));
AllOperation.Enqueue(Cope(idx, 0, 2));
AllOperation.Enqueue(Cope(0, 0, 13));
FakeAccumulator -= FakeBoxes[idx];
}
void Op901() {
// Code to summon number from Input Bracket
int value = AllInput.Peek();
AllOperation.Enqueue(Cope(102, value, -3));
AllOperation.Enqueue(Cope(102, 0, 11));
AllOperation.Enqueue(Cope(102, value, -1));
AllOperation.Enqueue(Cope(100, 0, 12));
AllOperation.Enqueue(Cope(100, value, -2));
AllOperation.Enqueue(Cope(100, value, 0));
AllOperation.Enqueue(Cope(0, 0, 13));
FakeAccumulator = value; AllInput.Dequeue();
}
void Op902() {
// Code to summon number from Accumulator
AllOperation.Enqueue(Cope(100, 0, 11));
AllOperation.Enqueue(Cope(100, FakeAccumulator, -1));
AllOperation.Enqueue(Cope(101, 0, 12));
AllOperation.Enqueue(Cope(101, FakeAccumulator, -2));
AllOperation.Enqueue(Cope(101, FakeAccumulator, 0));
AllOperation.Enqueue(Cope(0, 0, 13));
// 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(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);
OutputCanvas.enabled = true;
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;
}
}
Vector3 GetPositionBox(int idx) {
if(idx < 100) return new Vector3(12 * (idx % 10) + 6, 12 * (idx / 10) + 6, -12);
else if(idx == 100) return new Vector3(137f, 49.1f, -40.4f);
else if(idx == 102) return new Vector3(0.2f, 4.1f, -32.5f);
else if(idx == 101) return new Vector3(-0.3f, 4.1f, -49.6f);
return new Vector3(0f, 0f, 0f);
}
Vector3 GetRobotHand() {
Debug.Log(RealRobot.transform.rotation.eulerAngles);
return RobotText.transform.position;
}
// Update is called once per frame
void Update()
{
// Compile();
if(TimeStop > 0) {
TimeStop -= 1;
return;
}
if(HoldingText) {
Vector3 HandPosition = GetRobotHand();
MoveText.Clone.transform.position = HandPosition;
}
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(TextMoving) {
TextMoving = MoveText.Moving;
if(!TextMoving && UpdateOutput) {
UpdateOutput = false;
OutputCanvas.gameObject.transform.GetChild(0).gameObject.GetComponent<TextMeshProUGUI>().text += UpdateOutputValue;
}
if(!TextMoving && GonnaHoldText) {
GonnaHoldText = false;
HoldingText = true;
}
}
else if(RobotRotating) {
if(RobotA.turning == 0) {
RobotRotating = false;
if(HoldingText)
HoldingText = false;
}
}
else {
if(AllOperation.Count == 0) return;
var Current = AllOperation.Peek(); AllOperation.Dequeue();
if(Current.op == 0) {
if(Current.idx == 100) {
Accumulator = Current.val;
AnotherDisplayAccumulator.text = Accumulator.ToString();
return;
}
else if(Current.idx == 101) {
Output = Current.val;
return;
}
Label[Current.idx].ChangeValue(Current.val);
}
else if(Current.op == 4) {
if(Current.idx == 100) {
Accumulator += Current.val;
AnotherDisplayAccumulator.text = Accumulator.ToString();
return;
}
}
else if(Current.op == 3) {
TimeStop = Current.val;
}
else if(Current.op == -1) {
int idx = Current.idx;
Vector3 EndPoint = GetRobotHand();
string value = Current.val.ToString();
MoveText.Change(GetPositionBox(idx), EndPoint, value);
TextMoving = true; GonnaHoldText = true;
}
else if(Current.op == -2) {
int idx = Current.idx;
Vector3 StartPoint = GetRobotHand();
string value = Current.val.ToString();
MoveText.Change(StartPoint, GetPositionBox(idx), value);
MoveText.OffSoon = true;
TextMoving = true;
if(idx == 101) {
UpdateOutput = true;
UpdateOutputValue = "\n" + value;
}
}
else if(Current.op == -3) {
int idx = Current.idx;
string value = Current.val.ToString();
Vector3 EndPoint = GetPositionBox(102);
Vector3 StartPoint = new Vector3(EndPoint.x, EndPoint.y + 100, EndPoint.z);
MoveText.Change(StartPoint, EndPoint, value);
TextMoving = true;
}
else if(Current.op == 11) {
Vector3 PointingPosition = GetPositionBox(Current.idx);
RobotA.point1(PointingPosition.x, PointingPosition.z);
RobotRotating = true;
}
else if(Current.op == 12) {
Vector3 PointingPosition = GetPositionBox(Current.idx);
RobotA.point2(PointingPosition.x, PointingPosition.z);
RobotRotating = true;
}
else if(Current.op == 13) {
RobotA.rest(); RobotRotating = true;
}
else if(Current.op == 1 || Current.op == 2) {
ActionExisted = true;
IndexChange = Current.idx;
ActionChange = Current.op;
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
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{
// Start is called before the first frame update
public GameObject Ok;
void Start()
{
Ok.transform.LookAt(Camera.main.transform);
Ok.transform.Rotate(0, 180, 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;
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public void ChangeValue(int x)
{
Val = x;
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void Update()
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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;
public float angle, curang, lmao, speed=25f;
float calc(float desire)
{
lmao = desire;
if (Mathf.Abs(desire - curang) <= 180F) return desire - curang;
else return 360F - (desire - curang);
}
public void point1(float x, float z)
{
float radians = Mathf.Atan((Robot.transform.position.x - x) / (Robot.transform.position.z - z));
float angl = calc(radians * (180 / Mathf.PI)) / speed;
turning = (int)speed;
pending = (int)1;
angle = angl;
type = 0;
}
public void point2(float x,float z)
{
float radians = Mathf.Atan((Robot.transform.position.x - x) / (Robot.transform.position.z - z));
float angl = calc(radians * (180 / Mathf.PI)) / speed;
turning = (int)speed;
pending = (int)1;
angle = angl;
type = 1;
}
public void rest()
{
float angl = calc(0) / speed;
turning = (int)speed;
pending = (int)1;
angle = angl;
type = 2;
}
// Start is called before the first frame update
void Start()
{
robotanimation = GetComponent<Animator>();
}
// Update is called once per frame
void Update()
{
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("Point1");
else if (type == 1) robotanimation.Play("Point2");
else if (type == 2)
{
robotanimation.Play("Rest");
pending = 100;
type = 3;
}
else if (type == 3) robotanimation.Play("Idle");
}
}
}
}

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using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
public class Spawner_Code : MonoBehaviour
{
public Canvas Canva;
public GameObject Clone;
public TextMeshProUGUI Number;
public float Speed = 20;
public Vector3 StartPoint, EndPoint;
public bool Moving = false, OffSoon = false;
public void Start()
{
Speed = 20;
Clone.transform.position = StartPoint;
Canva.enabled = false;
}
public void Change(Vector3 StartInput, Vector3 EndInput, string value)
{
Moving = true;
Number.SetText(value);
Clone.transform.position = StartInput;
StartPoint = StartInput;
EndPoint = EndInput;
}
void Update()
{
if (Moving)
{
Canva.enabled = true;
if (Clone.transform.position != EndPoint)
{
Clone.transform.position = Vector3.MoveTowards(Clone.transform.position, EndPoint, Speed * Time.deltaTime);
}
else
{
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if(OffSoon) {
OffSoon = false;
Canva.enabled = false;
}
}
}
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Copyright (c) 2011, Vernon Adams (vern@newtypography.co.uk),
with Reserved Font Name Anton.
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.

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Copyright (c) 2010 by vernon adams (vern@newtypography.co.uk),
with Reserved Font Name Bangers.
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.

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Copyright (c) 2011-2012, Vernon Adams (vern@newtypography.co.uk), with Reserved Font Names 'Oswald'
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.

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