Browse Source

Added intro and Outro Animations

jeff
Joshua Reason 2 years ago
parent
commit
c98c1bc5c6
364 changed files with 16921 additions and 19 deletions
  1. +8
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  2. +230
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  3. +8
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  4. +229
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  5. +8
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  6. +72
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  7. +8
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  8. +53
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  9. +8
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  10. +80
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  11. +8
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  12. +394
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  13. +8
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  14. +211
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  15. +8
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  16. +8
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  17. +0
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  18. +0
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  19. +0
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  20. +0
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  21. +0
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  22. +0
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  23. +0
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  24. +0
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  25. +64
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  26. +0
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  27. +8
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  28. BIN
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  30. BIN
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  31. +21
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  32. +2
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  33. BIN
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  34. +34
    -0
      Assets/Scripts/ChestController.cs
  35. +11
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  36. +12
    -10
      Assets/Scripts/DarknessController.cs
  37. +2
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  38. +148
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  39. +11
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  40. +8
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  41. +8
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  42. BIN
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  43. +7
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  44. +8
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  45. +8
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  46. +93
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  47. +8
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  48. BIN
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  50. +93
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  54. BIN
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  55. +22
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  56. +92
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  58. BIN
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  71. +9
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  72. +280
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  73. +8
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  74. +219
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  75. +6
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  76. +219
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  78. +9
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  79. +8
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  80. BIN
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  82. BIN
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  84. BIN
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  86. BIN
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  87. +8
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  88. +9
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  89. +104
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  91. +104
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  93. +104
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  97. +110
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  99. +110
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Assets/Art Assets/Animations/Animation.anim.meta → Assets/Art Assets/Animations/Player/Animation.anim.meta View File


Assets/Art Assets/Animations/Idle.anim → Assets/Art Assets/Animations/Player/Idle.anim View File


Assets/Art Assets/Animations/Idle.anim.meta → Assets/Art Assets/Animations/Player/Idle.anim.meta View File


Assets/Art Assets/Animations/Jump.anim → Assets/Art Assets/Animations/Player/Jump.anim View File


Assets/Art Assets/Animations/Jump.anim.meta → Assets/Art Assets/Animations/Player/Jump.anim.meta View File


Assets/Art Assets/Animations/Run.anim → Assets/Art Assets/Animations/Player/Run.anim View File


Assets/Art Assets/Animations/Run.anim.meta → Assets/Art Assets/Animations/Player/Run.anim.meta View File


Assets/Art Assets/Animations/char_dude_sheet_0.controller → Assets/Art Assets/Animations/Player/char_dude_sheet_0.controller View File

@ -11,7 +11,7 @@ AnimatorStateMachine:
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@ -21,8 +21,12 @@ AnimatorStateMachine:
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- serializedVersion: 1
m_State: {fileID: -1036971301840670232}
m_Position: {x: 240, y: -130, z: 0}
m_ChildStateMachines: []
m_AnyStateTransitions: []
m_AnyStateTransitions:
- {fileID: 4013896018886709174}
m_EntryTransitions: []
m_StateMachineTransitions: {}
m_StateMachineBehaviours: []
@ -57,6 +61,32 @@ AnimatorState:
m_MirrorParameter:
m_CycleOffsetParameter:
m_TimeParameter:
--- !u!1102 &-1036971301840670232
AnimatorState:
serializedVersion: 6
m_ObjectHideFlags: 1
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: Victory
m_Speed: 1
m_CycleOffset: 0
m_Transitions: []
m_StateMachineBehaviours: []
m_Position: {x: 50, y: 50, z: 0}
m_IKOnFeet: 0
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m_CycleOffsetParameterActive: 0
m_TimeParameterActive: 0
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m_Tag:
m_SpeedParameter:
m_MirrorParameter:
m_CycleOffsetParameter:
m_TimeParameter:
--- !u!1102 &-1015753534130550811
AnimatorState:
serializedVersion: 6
@ -91,7 +121,13 @@ AnimatorController:
m_PrefabAsset: {fileID: 0}
m_Name: char_dude_sheet_0
serializedVersion: 5
m_AnimatorParameters: []
m_AnimatorParameters:
- m_Name: Victory
m_Type: 9
m_DefaultFloat: 0
m_DefaultInt: 0
m_DefaultBool: 0
m_Controller: {fileID: 0}
m_AnimatorLayers:
- serializedVersion: 5
m_Name: Base Layer
@ -105,6 +141,31 @@ AnimatorController:
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m_Controller: {fileID: 9100000}
--- !u!1101 &4013896018886709174
AnimatorStateTransition:
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m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name:
m_Conditions:
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m_DstState: {fileID: -1036971301840670232}
m_Solo: 0
m_Mute: 0
m_IsExit: 0
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m_ExitTime: 0.75
m_HasExitTime: 0
m_HasFixedDuration: 1
m_InterruptionSource: 0
m_OrderedInterruption: 1
m_CanTransitionToSelf: 1
--- !u!1102 &7362820289311233603
AnimatorState:
serializedVersion: 6

Assets/Art Assets/Animations/char_dude_sheet_0.controller.meta → Assets/Art Assets/Animations/Player/char_dude_sheet_0.controller.meta View File


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+ 34
- 0
Assets/Scripts/ChestController.cs View File

@ -0,0 +1,34 @@
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Variables;
public class ChestController : MonoBehaviour
{
[SerializeField, Header("References")]
private Animator m_chestAnimator;
[SerializeField]
private Animator m_playerAnimator;
[SerializeField]
private Reference<bool> m_freezePlayer;
private void OnTriggerEnter2D(Collider2D collision)
{
Animator[] animators = collision.GetComponentsInChildren<Animator>().Concat(collision.GetComponentsInParent<Animator>()).ToArray();
if (animators.Contains(m_playerAnimator))
{
m_chestAnimator.SetBool("Open", true);
m_playerAnimator.SetTrigger("Victory");
m_freezePlayer.Value = true;
}
}
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Assets/Scripts/DarknessController.cs View File

@ -45,15 +45,16 @@ public class DarknessController : MonoBehaviour
private void OnInputChange(bool value)
{
StopAllCoroutines();
Debug.Log($"Here {m_isDarknessChanging}");
if (value)
{ if (!m_isDarknessChanging)
{
StartCoroutine(ChangeDarkness(0, m_darknessSpeed));
}
else
{
StartCoroutine(ChangeDarkness(0, 0));
}
{ if (!m_isDarknessChanging)
{
StartCoroutine(ChangeDarkness(0, m_darknessSpeed));
}
else
{
StartCoroutine(ChangeDarkness(0, 0));
}
}
else
StartCoroutine(ChangeDarkness(1, m_lightSpeed, m_lightCurve));
@ -75,7 +76,7 @@ public class DarknessController : MonoBehaviour
m_isDarknessChanging = true;
while(elapsedTime < time || time != 0)
while(elapsedTime < time)
{
m_currentDarknessLevel = Mathf.Lerp(start, end, curve.Evaluate(elapsedTime / time));
m_darknessMat.SetFloat("_Apply", m_currentDarknessLevel);
@ -83,9 +84,10 @@ public class DarknessController : MonoBehaviour
elapsedTime += Time.deltaTime;
}
m_isDarknessChanging = false;
m_currentDarknessLevel = end;
m_darknessMat.SetFloat("_Apply", m_currentDarknessLevel);
m_isDarknessChanging = false;
}

+ 2
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- _Glossiness: 0.5
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- _KeepColors: 0.925
- _KeepColors: 1
- _Metallic: 0
- _Mode: 0
- _OcclusionStrength: 1
@ -82,5 +82,5 @@ Material:
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- _Color: {r: 1, g: 1, b: 1, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _MaskColor: {r: 0.1254902, g: 0.10588236, b: 0.3647059, a: 1}
- _MaskColor: {r: 0.043137256, g: 0.043137256, b: 0.10980393, a: 1}
m_BuildTextureStacks: []

+ 148
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Assets/Scripts/TextController.cs View File

@ -0,0 +1,148 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
using NaughtyAttributes;
public class TextController : MonoBehaviour
{
[SerializeField]
private TMP_Text m_levelText;
[SerializeField]
private TextMeshProUGUI m_detailsText;
[SerializeField]
private TextMeshProUGUI m_timerText;
[SerializeField]
private TextMeshProUGUI m_goText;
[SerializeField]
private Variables.Reference<bool> m_freezePlayer;
[SerializeField]
private Image m_backGround;
[SerializeField, BoxGroup("Settings")]
private float LevelFadeTime = 2;
[SerializeField, BoxGroup("Settings")]
private float Details1 = 1;
[SerializeField, BoxGroup("Settings")]
private float Details2 = 0.1f;
[SerializeField, BoxGroup("Settings")]
private float Details3 = 0.8f;
[SerializeField, BoxGroup("Settings")]
private float Fadetime = 1;
[SerializeField, BoxGroup("Settings")]
private float gotime = 0.5f;
private IEnumerator Start()
{
m_backGround.gameObject.SetActive(true);
m_freezePlayer.Value = true;
yield return StartCoroutine(LevelName(LevelFadeTime));
yield return StartCoroutine(DetailText(Details1, Details2, Details3));
yield return StartCoroutine(Fade(Fadetime));
yield return StartCoroutine(Go(gotime));
}
private IEnumerator LevelName(float time)
{
m_levelText.gameObject.SetActive(true);
float start = 0;
float end = 1;
float elaspedTime = 0;
Color color = m_levelText.color;
while (elaspedTime < time)
{
float alpha = Mathf.Sin(Mathf.PI * (elaspedTime / time));
color.a = alpha;
m_levelText.color = color;
yield return new WaitForEndOfFrame();
elaspedTime += Time.deltaTime;
}
color.a = 0;
m_levelText.color = color;
m_levelText.gameObject.SetActive(false);
}
private IEnumerator DetailText(float time,float time2, float time3)
{
m_detailsText.gameObject.SetActive(true);
m_detailsText.text = "10\n";
yield return new WaitForSeconds(time);
m_detailsText.text += "Seconds\n\n";
yield return new WaitForSeconds(time);
foreach(char c in "Get to the Chest")
{
m_detailsText.text += c;
yield return new WaitForSeconds(time2);
}
yield return new WaitForSeconds(time3);
}
private IEnumerator Fade(float time)
{
float elaspedTime = 0;
Color textColor = m_detailsText.color;
Color backgroundColor = m_backGround.color;
m_timerText.gameObject.SetActive(true);
while (elaspedTime < time)
{
textColor.a = 1-(elaspedTime/time);
backgroundColor.a = 1-(elaspedTime/time);
m_backGround.color = backgroundColor;
m_detailsText.color = textColor;
yield return new WaitForEndOfFrame();
elaspedTime+= Time.deltaTime;
}
textColor.a = 0;
backgroundColor.a = 0;
m_backGround.color = backgroundColor;
m_detailsText.color = textColor;
m_detailsText.gameObject.SetActive(false);
m_backGround.gameObject.SetActive(false);
}
private IEnumerator Go(float time)
{
m_goText.gameObject.SetActive(true);
yield return new WaitForSeconds(time);
m_freezePlayer.Value = false;
m_goText.gameObject.SetActive(false);
}
}

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Assets/TextMesh Pro/Examples & Extras/Fonts/Anton OFL.txt View File

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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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@ -0,0 +1,93 @@
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
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DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
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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.
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redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
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in the appropriate machine-readable metadata fields within text or
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permission.
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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
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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
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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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redistribute, and sell modified and unmodified copies of the Font
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1) Neither the Font Software nor any of its individual components,
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permission.
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distributed under any other license. The requirement for fonts to
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using the Font Software.
TERMINATION
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not met.
DISCLAIMER
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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
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