Merge branch 'main' into music

This commit is contained in:
TheDaringDan 2022-05-15 15:10:08 -04:00
commit 523926b4ec
266 changed files with 44061 additions and 227 deletions

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@ -17,7 +17,6 @@ public class CannonScript : MonoBehaviour
private Vector3 lookDir;
private Vector3[] offsets;
[SerializeField]private int bullets;
// Start is called before the first frame update
void Start()
@ -47,8 +46,9 @@ public class CannonScript : MonoBehaviour
GameObject proj = Instantiate(projectile, cannon.transform.position, cannon.transform.rotation);
proj.GetComponent<Projectile>().SetDamage(damage);
proj.GetComponent<Rigidbody>().AddForce(cannonForce * lookDir, ForceMode.Impulse);
proj.layer = GameManager.Instance.GetCurrentLayerID();
RaycastHit hit;
if (Physics.Raycast(transform.position, lookDir, out hit, Mathf.Infinity))
if (Physics.Raycast(transform.position, lookDir, out hit, Mathf.Infinity, GameManager.Instance.GetCurrentDimensionLayerMask()))
{
Debug.DrawRay(transform.position, lookDir * hit.distance, Color.yellow, 0.5f);
@ -119,6 +119,8 @@ public class CannonScript : MonoBehaviour
}
}
public void SetFireRate(float nFireRate){
this.fireRate = nFireRate;
}

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@ -5,10 +5,8 @@ public class DimensionController : MonoBehaviour
public const int STARTING_HP = 25;
[SerializeField] private int dimensionId;
private float _hp;
private float _maxHp;
private void Start()
{
_maxHp = STARTING_HP;
@ -30,4 +28,5 @@ public class DimensionController : MonoBehaviour
GameManager.Instance.DealDamage(dimensionId, _hp, _maxHp);
}
}

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@ -40,7 +40,6 @@ public class Enemy : MonoBehaviour
public void IsShot(float distance, float turretDamage)
{
float destroyDelay = Mathf.Sqrt(distance)/(500/5);
Debug.Log(distance+" : "+destroyDelay);
_health -= turretDamage;
if (_health <= 0) StartCoroutine(Destroy(destroyDelay));
}

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@ -0,0 +1,8 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EventNames
{
public const string GainCurrency = "GainCurrency";
}

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namespace Bytes
{
public class BoolDataBytes : BytesData
{
public BoolDataBytes(bool boolValue) { BoolValue = boolValue; }
public bool BoolValue { get; private set; }
}
}

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namespace Bytes
{
public class FloatDataBytes : BytesData
{
public FloatDataBytes(float floatValue) { FloatValue = floatValue; }
public float FloatValue { get; private set; }
}
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@ -0,0 +1,10 @@
using UnityEngine;
namespace Bytes
{
public class GameObjectDataBytes : BytesData
{
public GameObjectDataBytes(GameObject gameObjectValue) { GameObjectValue = gameObjectValue; }
public GameObject GameObjectValue { get; private set; }
}
}

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namespace Bytes
{
public class IntDataBytes : BytesData
{
public IntDataBytes(int intValue) { IntValue = intValue; }
public int IntValue { get; private set; }
}
}

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namespace Bytes
{
public class ObjectDataBytes : BytesData
{
public ObjectDataBytes(object objectParam) { ObjectValue = objectParam; }
public object ObjectValue { get; private set; }
}
}

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namespace Bytes
{
public class ProgressionDataBytes : BytesData
{
public ProgressionDataBytes(int current, int max) { Current = current; Max = max; }
public int Current { get; private set; }
public int Max { get; private set; }
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namespace Bytes
{
public class StringDataBytes : BytesData
{
public StringDataBytes(string stringValue) { StringValue = stringValue; }
public string StringValue { get; private set; }
}
}

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using UnityEngine;
namespace Bytes
{
public class TransformDataBytes : BytesData
{
public TransformDataBytes(Transform transformValue) { TransformValue = transformValue; }
public Transform TransformValue { get; private set; }
}
}

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using UnityEngine;
namespace Bytes
{
public class Vector2DataBytes : BytesData
{
public Vector2DataBytes(Vector2 vector2Value) { Vector2Value = vector2Value; }
public Vector2 Vector2Value { get; private set; }
}
}

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using UnityEngine;
namespace Bytes
{
public class Vector3DataBytes : BytesData
{
public Vector3DataBytes(Vector3 vector3Value) { Vector3Value = vector3Value; }
public Vector3 Vector3Value { get; private set; }
}
}

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using System;
namespace Bytes
{
public interface BytesData
{
}
}

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@ -0,0 +1,40 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Bytes
{
public class DemoEventManager : MonoBehaviour
{
private string demoEventName = "DemoEvent";
private void Start()
{
EventManager.AddEventListener(demoEventName, HandleOnPressE);
}
void Update()
{
if (Input.GetKeyDown(KeyCode.E))
{
// Usually this would be called in another extern Script,
// since this is the purpose of the Event system.
EventManager.Dispatch(demoEventName, new DemoData(3));
}
}
private void HandleOnPressE(BytesData data)
{
var demoData = (data as DemoData);
print("Custom data Number = " + demoData.Number);
}
}
public class DemoData : BytesData
{
public DemoData(int number) { Number = number; }
public int Number { get; private set; }
}
}

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@ -0,0 +1,75 @@
using System;
using System.Collections.Generic;
using UnityEngine;
namespace Bytes
{
public class EventManager : MonoBehaviour
{
public const string AllNamespace = "All";
private static EventManager Instance;
private Dictionary<string, Dictionary<string, List<Action<BytesData>>>> _eventListeners = new Dictionary<string, Dictionary<string, List<Action<BytesData>>>>();
private void Awake()
{
Instance = this;
}
public static void RemoveEventListener(string pEventName, Action<BytesData> pFunctionToCall)
{
RemoveEventListener(AllNamespace, pEventName, pFunctionToCall);
}
public static void RemoveEventListener(string pEventNamespace, string pEventName, Action<BytesData> pFunctionToCall)
{
Instance._eventListeners[pEventNamespace][pEventName].Remove(pFunctionToCall);
}
public static void AddEventListener(string pEventName, Action<BytesData> pFunctionToCall)
{
AddEventListener(AllNamespace, pEventName, pFunctionToCall);
}
public static void AddEventListener(string pEventNamespace, string pEventName, Action<BytesData> pFunctionToCall)
{
var eventListeners = Instance._eventListeners;
if (!eventListeners.ContainsKey(pEventNamespace))
{
eventListeners[pEventNamespace] = new Dictionary<string, List<Action<BytesData>>>();
}
if (eventListeners[pEventNamespace].ContainsKey(pEventName))
{
eventListeners[pEventNamespace][pEventName].Add(pFunctionToCall);
return;
}
eventListeners[pEventNamespace].Add(pEventName, new List<Action<BytesData>>() { pFunctionToCall });
}
public static void Dispatch(string pEventName, BytesData pBytesData = null)
{
Dispatch(AllNamespace, pEventName, pBytesData);
}
public static void Dispatch(string pEventNamespace, string pEventName, BytesData pBytesData = null)
{
if (!Instance._eventListeners[pEventNamespace].ContainsKey(pEventName))
{
return;
}
Instance.CleanEventsFromNull(pEventNamespace, pEventName);
List<Action<BytesData>> functions = new List<Action<BytesData>>(Instance._eventListeners[pEventNamespace][pEventName]);
foreach (Action<BytesData> functionToCall in functions)
{
functionToCall(pBytesData);
}
}
private void CleanEventsFromNull(string pEventNamespace, string pEventName)
{
Instance._eventListeners[pEventNamespace][pEventName].RemoveAll(item => item == null);
}
}
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: e14aeb87374c41409dd86aed505571c4
timeCreated: 1601355311

View File

@ -1,6 +1,8 @@
using UnityEngine;
using UnityEngine.InputSystem;
using Bytes;
public class GameManager : MonoBehaviour
{
[SerializeField] private PlayerInput controls;
@ -12,6 +14,7 @@ public class GameManager : MonoBehaviour
[SerializeField, ReadOnly] private GameState state;
[SerializeField, ReadOnly] private float points;
[field: SerializeField, ReadOnly] public int CurrentDimensionID { get; private set; }
[SerializeField] private int[] IDLayerList;
public static GameManager Instance { get; private set; }
@ -123,6 +126,18 @@ public class GameManager : MonoBehaviour
{
points += amount;
uiController.UpdatePointsText(points);
EventManager.Dispatch(EventNames.GainCurrency, new IntDataBytes((int)amount));
}
public LayerMask GetCurrentDimensionLayerMask()
{
return LayerMask.GetMask(LayerMask.LayerToName(IDLayerList[CurrentDimensionID]));
}
public int GetCurrentLayerID()
{
return IDLayerList[CurrentDimensionID];
}
}

View File

@ -0,0 +1,58 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class HighScoreManager : MonoBehaviour
{
private Transform entryContainer;
private Transform entryTemplate;
private List<HighScoreEntry> highScoreEntryList;
private List<Transform> highScoreEntryTransformList;
private void Awake()
{
entryContainer = transform.Find("EntryContainer");
entryTemplate = entryContainer.Find("EntryTemplate");
entryTemplate.gameObject.SetActive(false);
highScoreEntryList = new List<HighScoreEntry>()
{
new HighScoreEntry{score = 1000, time = "60"},
new HighScoreEntry{score = 9000, time = "60"},
new HighScoreEntry{score = 3000, time = "60"},
new HighScoreEntry{score = 8000, time = "60"},
};
highScoreEntryList.Sort((s1, s2) => s1.score.CompareTo(s2.score));
highScoreEntryTransformList = new List<Transform>();
foreach(HighScoreEntry highScoreEntry in highScoreEntryList)
{
CreateHighScoreEntryTransform(highScoreEntry, entryContainer, highScoreEntryTransformList);
}
}
private void CreateHighScoreEntryTransform(HighScoreEntry entry, Transform container, List<Transform> transformList)
{
float templateHeight = 50f;
Transform entryTransform = Instantiate(entryTemplate, container);
RectTransform entryRectTransform = entryTransform.GetComponent<RectTransform>();
entryRectTransform.anchoredPosition = new Vector2(0, -templateHeight * transformList.Count);
entryTransform.gameObject.SetActive(true);
entryTransform.Find("Rank").GetComponent<Text>().text = $"{transformList.Count + 1}";
entryTransform.Find("Score").GetComponent<Text>().text = $"{entry.score}";
entryTransform.Find("Time").GetComponent<Text>().text = entry.time;
transformList.Add(entryTransform);
}
private class HighScoreEntry
{
public int score;
public string time;
}
}

View File

@ -0,0 +1,11 @@
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guid: da0be35ca0d6da5469b4cfb8738252e9
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View File

@ -49,7 +49,7 @@ public class MainMenuController : MonoBehaviour
}
public void OnPlay(){
SceneManager.LoadScene("testing_art");
SceneManager.LoadScene("Game");
}

View File

@ -8,9 +8,25 @@ public class SpawnManager : MonoBehaviour
public Transform[] spawnPoints;
public GameObject[] landingPoints;
public bool running = true;
public Animator animator;
float elapsedTime;
private int lastSpawn = -1;
[SerializeField]
private int worldSeed = 1111;
[SerializeField]
private int countEnemies;
[SerializeField]
private GameObject EnemyAlert;
void OnEnable()
{
Random.InitState(worldSeed);
}
// Start is called before the first frame update
void Start()
{
@ -29,7 +45,16 @@ public class SpawnManager : MonoBehaviour
while (running)
{
GameObject spawned = Instantiate(GetRandomEnemy(), GetRandomSpawn().transform.position, Quaternion.identity);
foreach (Transform trans in spawned.GetComponentsInChildren<Transform>(true))
{
trans.gameObject.layer = gameObject.layer;
}
spawned.layer = gameObject.layer;
spawned.GetComponent<Enemy>().SetLandingPoint(GetRandomLandingPoint().transform);
countEnemies++;
animator.SetInteger("Enemies", countEnemies);
//TODO: replace 2f by function depending on elapsed time, decreasing waiting time over time
yield return new WaitForSeconds(2f);
}

View File

@ -0,0 +1,27 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
using Bytes;
using System;
public class GainCurrency : MonoBehaviour
{
[SerializeField] private Animator anim;
[SerializeField] private TextMeshProUGUI txt_currencyAmountGained;
private void Start()
{
EventManager.AddEventListener(EventNames.GainCurrency, HandleGainCurrency);
}
private void HandleGainCurrency(BytesData data)
{
int amount = (data as IntDataBytes).IntValue;
txt_currencyAmountGained.text = "+ " + amount.ToString();
anim.Play("CurrencyGain_Play");
}
}

View File

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@ -0,0 +1,93 @@
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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