init
99
.gitignore
vendored
Normal file
|
|
@ -0,0 +1,99 @@
|
|||
# This .gitignore file should be placed at the root of your Unity project directory
|
||||
#
|
||||
# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore
|
||||
#
|
||||
.utmp/
|
||||
/[Ll]ibrary/
|
||||
/[Tt]emp/
|
||||
/[Oo]bj/
|
||||
/[Bb]uild/
|
||||
/[Bb]uilds/
|
||||
/[Ll]ogs/
|
||||
/[Uu]ser[Ss]ettings/
|
||||
*.log
|
||||
|
||||
# By default unity supports Blender asset imports, *.blend1 blender files do not need to be commited to version control.
|
||||
*.blend1
|
||||
*.blend1.meta
|
||||
|
||||
# MemoryCaptures can get excessive in size.
|
||||
# They also could contain extremely sensitive data
|
||||
/[Mm]emoryCaptures/
|
||||
|
||||
# Recordings can get excessive in size
|
||||
/[Rr]ecordings/
|
||||
|
||||
# Uncomment this line if you wish to ignore the asset store tools plugin
|
||||
# /[Aa]ssets/AssetStoreTools*
|
||||
|
||||
# Autogenerated Jetbrains Rider plugin
|
||||
/[Aa]ssets/Plugins/Editor/JetBrains*
|
||||
# Jetbrains Rider personal-layer settings
|
||||
*.DotSettings.user
|
||||
|
||||
# Visual Studio cache directory
|
||||
.vs/
|
||||
|
||||
# Gradle cache directory
|
||||
.gradle/
|
||||
|
||||
# Autogenerated VS/MD/Consulo solution and project files
|
||||
ExportedObj/
|
||||
.consulo/
|
||||
*.csproj
|
||||
*.unityproj
|
||||
*.sln
|
||||
*.suo
|
||||
*.tmp
|
||||
*.user
|
||||
*.userprefs
|
||||
*.pidb
|
||||
*.booproj
|
||||
*.svd
|
||||
*.pdb
|
||||
*.mdb
|
||||
*.opendb
|
||||
*.VC.db
|
||||
|
||||
# Unity3D generated meta files
|
||||
*.pidb.meta
|
||||
*.pdb.meta
|
||||
*.mdb.meta
|
||||
|
||||
# Unity3D generated file on crash reports
|
||||
sysinfo.txt
|
||||
|
||||
# Mono auto generated files
|
||||
mono_crash.*
|
||||
|
||||
# Builds
|
||||
*.apk
|
||||
*.aab
|
||||
*.unitypackage
|
||||
*.unitypackage.meta
|
||||
*.app
|
||||
|
||||
# Crashlytics generated file
|
||||
crashlytics-build.properties
|
||||
|
||||
# TestRunner generated files
|
||||
InitTestScene*.unity*
|
||||
|
||||
# Addressables default ignores, before user customizations
|
||||
/ServerData
|
||||
/[Aa]ssets/StreamingAssets/aa*
|
||||
/[Aa]ssets/AddressableAssetsData/link.xml*
|
||||
/[Aa]ssets/Addressables_Temp*
|
||||
# By default, Addressables content builds will generate addressables_content_state.bin
|
||||
# files in platform-specific subfolders, for example:
|
||||
# /Assets/AddressableAssetsData/OSX/addressables_content_state.bin
|
||||
/[Aa]ssets/AddressableAssetsData/*/*.bin*
|
||||
|
||||
# Visual Scripting auto-generated files
|
||||
/[Aa]ssets/Unity.VisualScripting.Generated/VisualScripting.Flow/UnitOptions.db
|
||||
/[Aa]ssets/Unity.VisualScripting.Generated/VisualScripting.Flow/UnitOptions.db.meta
|
||||
/[Aa]ssets/Unity.VisualScripting.Generated/VisualScripting.Core/Property Providers
|
||||
/[Aa]ssets/Unity.VisualScripting.Generated/VisualScripting.Core/Property Providers.meta
|
||||
|
||||
# Auto-generated scenes by play mode tests
|
||||
/[Aa]ssets/[Ii]nit[Tt]est[Ss]cene*.unity*
|
||||
56
.vscode/settings.json
vendored
Normal file
|
|
@ -0,0 +1,56 @@
|
|||
{
|
||||
"files.exclude":
|
||||
{
|
||||
"**/.DS_Store":true,
|
||||
"**/.git":true,
|
||||
"**/.gitmodules":true,
|
||||
"**/*.booproj":true,
|
||||
"**/*.pidb":true,
|
||||
"**/*.suo":true,
|
||||
"**/*.user":true,
|
||||
"**/*.userprefs":true,
|
||||
"**/*.unityproj":true,
|
||||
"**/*.dll":true,
|
||||
"**/*.exe":true,
|
||||
"**/*.pdf":true,
|
||||
"**/*.mid":true,
|
||||
"**/*.midi":true,
|
||||
"**/*.wav":true,
|
||||
"**/*.gif":true,
|
||||
"**/*.ico":true,
|
||||
"**/*.jpg":true,
|
||||
"**/*.jpeg":true,
|
||||
"**/*.png":true,
|
||||
"**/*.psd":true,
|
||||
"**/*.tga":true,
|
||||
"**/*.tif":true,
|
||||
"**/*.tiff":true,
|
||||
"**/*.3ds":true,
|
||||
"**/*.3DS":true,
|
||||
"**/*.fbx":true,
|
||||
"**/*.FBX":true,
|
||||
"**/*.lxo":true,
|
||||
"**/*.LXO":true,
|
||||
"**/*.ma":true,
|
||||
"**/*.MA":true,
|
||||
"**/*.obj":true,
|
||||
"**/*.OBJ":true,
|
||||
"**/*.asset":true,
|
||||
"**/*.cubemap":true,
|
||||
"**/*.flare":true,
|
||||
"**/*.mat":true,
|
||||
"**/*.meta":true,
|
||||
"**/*.prefab":true,
|
||||
"**/*.unity":true,
|
||||
"build/":true,
|
||||
"Build/":true,
|
||||
"Library/":true,
|
||||
"library/":true,
|
||||
"obj/":true,
|
||||
"Obj/":true,
|
||||
"ProjectSettings/":true,
|
||||
"temp/":true,
|
||||
"Temp/":true
|
||||
},
|
||||
"dotnet.preferCSharpExtension": true
|
||||
}
|
||||
8
Assets/Fonts.meta
Normal file
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: ec607175cb94a195f87bd1a756539428
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folderAsset: yes
|
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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1010
Assets/Fonts/PublicPixel SDF.asset
Normal file
8
Assets/Fonts/PublicPixel SDF.asset.meta
Normal file
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
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NativeFormatImporter:
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assetBundleName:
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assetBundleVariant:
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BIN
Assets/Fonts/PublicPixel.ttf
Normal file
21
Assets/Fonts/PublicPixel.ttf.meta
Normal file
|
|
@ -0,0 +1,21 @@
|
|||
fileFormatVersion: 2
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||||
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TrueTypeFontImporter:
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fontSize: 16
|
||||
forceTextureCase: -2
|
||||
characterSpacing: 0
|
||||
characterPadding: 1
|
||||
includeFontData: 1
|
||||
fontNames:
|
||||
- Public Pixel
|
||||
fallbackFontReferences: []
|
||||
customCharacters:
|
||||
fontRenderingMode: 0
|
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ascentCalculationMode: 1
|
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useLegacyBoundsCalculation: 0
|
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shouldRoundAdvanceValue: 1
|
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userData:
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||||
assetBundleName:
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assetBundleVariant:
|
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8
Assets/Materials.meta
Normal file
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: af1ce91a428820025b812cc938dd7dd8
|
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folderAsset: yes
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|
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userData:
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assetBundleName:
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assetBundleVariant:
|
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83
Assets/Materials/Ground.mat
Normal file
|
|
@ -0,0 +1,83 @@
|
|||
%YAML 1.1
|
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8
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|
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@ -0,0 +1,8 @@
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8
Assets/Pefabs.meta
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|
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@ -0,0 +1,8 @@
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userData:
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assetBundleName:
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assetBundleVariant:
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137
Assets/Pefabs/Bird.prefab
Normal file
|
|
@ -0,0 +1,137 @@
|
|||
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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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101
Assets/Scripts/GameManager.cs
Normal file
|
|
@ -0,0 +1,101 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using TMPro;
|
||||
using UnityEngine.UI;
|
||||
using Unity.VisualScripting;
|
||||
|
||||
public class GameManager : MonoBehaviour
|
||||
{
|
||||
public static GameManager Instance { get; private set; }
|
||||
|
||||
public float initialGameSpeed = 5f;
|
||||
public float gameSpeedIncrease = 0.1f;
|
||||
public float gameSpeed { get; private set; }
|
||||
|
||||
public TextMeshProUGUI gameOverText;
|
||||
public TextMeshProUGUI scoreText;
|
||||
public TextMeshProUGUI hiscoreText;
|
||||
public Button retryButton;
|
||||
|
||||
|
||||
private Player player;
|
||||
private Spawner spawner;
|
||||
|
||||
private float score;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (Instance == null)
|
||||
{
|
||||
Instance = this;
|
||||
}
|
||||
else
|
||||
{
|
||||
DestroyImmediate(gameObject);
|
||||
}
|
||||
}
|
||||
private void OnDestroy()
|
||||
{
|
||||
if (Instance == this)
|
||||
{
|
||||
Instance = null;
|
||||
}
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
player = FindObjectOfType<Player>();
|
||||
spawner = FindObjectOfType<Spawner>();
|
||||
|
||||
NewGame();
|
||||
}
|
||||
public void NewGame()
|
||||
{
|
||||
Obstacle[] obstacles = FindObjectsOfType<Obstacle>();
|
||||
|
||||
foreach (var obstacle in obstacles)
|
||||
{
|
||||
Destroy(obstacle.gameObject);
|
||||
}
|
||||
|
||||
score = 0f;
|
||||
gameSpeed = initialGameSpeed;
|
||||
enabled = true;
|
||||
|
||||
player.gameObject.SetActive(true);
|
||||
spawner.gameObject.SetActive(true);
|
||||
gameOverText.gameObject.SetActive(false);
|
||||
retryButton.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
public void GameOver()
|
||||
{
|
||||
gameSpeed = 0f;
|
||||
enabled = false;
|
||||
|
||||
player.gameObject.SetActive(false);
|
||||
spawner.gameObject.SetActive(false);
|
||||
gameOverText.gameObject.SetActive(true);
|
||||
retryButton.gameObject.SetActive(true);
|
||||
|
||||
UpdateHiscore();
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
gameSpeed += gameSpeedIncrease * Time.deltaTime;
|
||||
score += gameSpeed * Time.deltaTime;
|
||||
scoreText.text = Mathf.FloorToInt(score).ToString("D5");
|
||||
}
|
||||
private void UpdateHiscore()
|
||||
{
|
||||
float hiscore = PlayerPrefs.GetFloat("hiscore", 0);
|
||||
if (score > hiscore)
|
||||
{
|
||||
hiscore = score;
|
||||
PlayerPrefs.SetFloat("hiscore", hiscore);
|
||||
}
|
||||
hiscoreText.text = Mathf.FloorToInt(hiscore).ToString("D5");
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/GameManager.cs.meta
Normal file
|
|
@ -0,0 +1,11 @@
|
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fileFormatVersion: 2
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guid: 8d8dbc5c0aa877f6dbf055bf61cbbfde
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21
Assets/Scripts/Ground.cs
Normal file
|
|
@ -0,0 +1,21 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
public class Ground : MonoBehaviour
|
||||
{
|
||||
private MeshRenderer meshRenderer;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
meshRenderer = GetComponent<MeshRenderer>();
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
float speed = GameManager.Instance.gameSpeed / transform.localScale.x;
|
||||
meshRenderer.material.mainTextureOffset += Vector2.right * speed * Time.deltaTime;
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/Ground.cs.meta
Normal file
|
|
@ -0,0 +1,11 @@
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23
Assets/Scripts/Obstacle.cs
Normal file
|
|
@ -0,0 +1,23 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Obstacle : MonoBehaviour
|
||||
{
|
||||
private float leftEdge;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
leftEdge = Camera.main.ScreenToWorldPoint(Vector3.zero).x - 2f;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
transform.position += Vector3.left * GameManager.Instance.gameSpeed * Time.deltaTime;
|
||||
if (transform.position.x < leftEdge)
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/Obstacle.cs.meta
Normal file
|
|
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52
Assets/Scripts/Player.cs
Normal file
|
|
@ -0,0 +1,52 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEditor.Experimental.GraphView;
|
||||
using UnityEngine;
|
||||
using UnityEngine.TextCore.Text;
|
||||
|
||||
public class Player : MonoBehaviour
|
||||
{
|
||||
private CharacterController character;
|
||||
private Vector3 direction;
|
||||
|
||||
public float gravity = 9.81f * 2f;
|
||||
|
||||
public float jumpForce = 8f;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
character = GetComponent<CharacterController>();
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
direction = Vector3.zero;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
direction += Vector3.down * gravity * Time.deltaTime;
|
||||
|
||||
if (character.isGrounded)
|
||||
{
|
||||
direction = Vector3.down;
|
||||
|
||||
if (Input.GetButton("Jump"))
|
||||
{
|
||||
|
||||
direction = Vector3.up * jumpForce;
|
||||
}
|
||||
}
|
||||
|
||||
character.Move(direction * Time.deltaTime);
|
||||
}
|
||||
|
||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
if (other.CompareTag("Obstacle"))
|
||||
{
|
||||
GameManager.Instance.GameOver();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
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Assets/Scripts/Player.cs.meta
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|
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49
Assets/Scripts/Spawner.cs
Normal file
|
|
@ -0,0 +1,49 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Spawner : MonoBehaviour
|
||||
{
|
||||
[System.Serializable]
|
||||
public struct SpawnableObject
|
||||
{
|
||||
public GameObject prefab;
|
||||
[Range(0f, 1f)]
|
||||
public float spawnChance;
|
||||
}
|
||||
|
||||
public SpawnableObject[] objects;
|
||||
|
||||
public float minSpawnRate = 1f;
|
||||
public float maxSpawnrate = 2f;
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
Invoke(nameof(Spawn), Random.Range(minSpawnRate, maxSpawnrate));
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
CancelInvoke();
|
||||
}
|
||||
|
||||
private void Spawn()
|
||||
{
|
||||
float spawnChance = Random.value;
|
||||
|
||||
foreach (var obj in objects)
|
||||
{
|
||||
if (spawnChance < obj.spawnChance)
|
||||
{
|
||||
GameObject obstacle = Instantiate(obj.prefab);
|
||||
obstacle.transform.position += transform.position;
|
||||
break;
|
||||
}
|
||||
|
||||
spawnChance -= obj.spawnChance;
|
||||
}
|
||||
|
||||
Invoke(nameof(Spawn), Random.Range(minSpawnRate, maxSpawnrate));
|
||||
}
|
||||
|
||||
}
|
||||
11
Assets/Scripts/Spawner.cs.meta
Normal file
|
|
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Assets/Sprites.meta
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Assets/Sprites/Bird_01.png
Normal file
|
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Assets/Sprites/Bird_01.png.meta
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Copyright (c) 2011, Vernon Adams (vern@newtypography.co.uk),
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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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with others.
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||||
names are not used by derivative works. The fonts and derivatives,
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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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distributed under any other license. The requirement for fonts to
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TERMINATION
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THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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93
Assets/TextMesh Pro/Examples & Extras/Fonts/Bangers - OFL.txt
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Copyright (c) 2010 by vernon adams (vern@newtypography.co.uk),
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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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||||
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||||
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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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"Font Software" refers to the set of files released by the Copyright
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include source files, build scripts and documentation.
|
||||
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distributed by the Copyright Holder(s).
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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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|
||||
|
||||
TERMINATION
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This license becomes null and void if any of the above conditions are
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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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OTHER DEALINGS IN THE FONT SOFTWARE.
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Assets/TextMesh Pro/Examples & Extras/Fonts/Oswald-Bold - OFL.txt
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Copyright (c) 2011-2012, Vernon Adams (vern@newtypography.co.uk), with Reserved Font Names 'Oswald'
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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
|
||||
|
||||
|
||||
-----------------------------------------------------------
|
||||
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||
-----------------------------------------------------------
|
||||
|
||||
PREAMBLE
|
||||
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