Updated Input system, got rid of old code, updated HUD
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||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
|
@ -1,175 +1,28 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
|
||||
public class GameSession : MonoBehaviour
|
||||
{
|
||||
//[Serializable] public enum ESessionState { PLAYING, PAUSED_POP_UP, GAMEOVER_POP_UP, SCOREBOARD_UI, MAIN_MENU };
|
||||
[SerializeField] private Player player;
|
||||
//[SerializeField] private SceneLoader sceneLoader;
|
||||
[SerializeField] private Scoreboard scoreboard;
|
||||
[SerializeField] private ScoreboardUI scoreboardUI;
|
||||
[SerializeField] private GameOverPopUp gameOverPopUp;
|
||||
[SerializeField] private PauseMenuPopUp pauseMenuPopUp;
|
||||
public InputTranslator<KeyBinding> InputTranslator;
|
||||
|
||||
private GameSessionStateMachine gameSessionStateMachine;
|
||||
[SerializeField] public GameSessionState SessionState { get; private set; }
|
||||
public static GameSession Instance { get; private set; }
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
gameSessionStateMachine = new GameSessionStateMachine(this);
|
||||
// SetSessionState(gameSessionStateMachine.SessionScoreboardState);
|
||||
SetSessionState(gameSessionStateMachine.SessionPlayingState);
|
||||
// player = GetComponent<Player>();
|
||||
//SessionStateMachine = new StateMachine<GameSession>();
|
||||
Instance = this;
|
||||
Init();
|
||||
}
|
||||
private void OnEnable()
|
||||
|
||||
private void Init()
|
||||
{
|
||||
//player.PlayerStatictics.OnScoreCalculated += UpdateScoreboard;
|
||||
//player.PlayerHealth.OnOutOfHealth += GameOver;
|
||||
}
|
||||
private void OnDisable()
|
||||
{
|
||||
//player.PlayerStatictics.OnScoreCalculated -= UpdateScoreboard;
|
||||
//player.PlayerHealth.OnOutOfHealth -= GameOver;
|
||||
InputTranslator = new InputTranslator<KeyBinding>();
|
||||
IBindingHolder<KeyBinding> holder = new KeyBindingHolder();
|
||||
InputTranslator.Init(holder);
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
//SessionState.Tick();
|
||||
// switch (sessionState)
|
||||
// {
|
||||
// case ESessionState.PLAYING:
|
||||
// break;
|
||||
// case ESessionState.PAUSED:
|
||||
// ShowPauseMenuPopUp(true);
|
||||
// break;
|
||||
// case ESessionState.GAMEOVER:
|
||||
// break;
|
||||
// case ESessionState.SCOREBOARD:
|
||||
// break;
|
||||
// }
|
||||
InputTranslator.Tick();
|
||||
}
|
||||
//private void InitStates()
|
||||
//{
|
||||
// SessionPausedState = new PausedState(this);
|
||||
// SessionGameOverState = new GameOverState(this);
|
||||
// SessionScoreboardState = new ScoreboardState(this);
|
||||
// SessionPlayingState = new PlayingState(this);
|
||||
//}
|
||||
public bool IsSessionPaused()
|
||||
{
|
||||
if (SessionState == gameSessionStateMachine.SessionPausedState)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
public void GameOver()
|
||||
{
|
||||
ShowGameOverPopUp(true);
|
||||
// SetSessionState(stateComponent.state.GAMEOVER_POP_UP);
|
||||
}
|
||||
|
||||
private void SetSessionState(GameSessionState state)//ESessionState state)
|
||||
{
|
||||
gameSessionStateMachine.SetState(state);
|
||||
// sessionState = stateComponent.state;
|
||||
}
|
||||
public void SetPausedState()
|
||||
{
|
||||
SetSessionState(gameSessionStateMachine.SessionPausedState);
|
||||
}
|
||||
public void SetPlayingState()
|
||||
{
|
||||
SetSessionState(gameSessionStateMachine.SessionPlayingState);
|
||||
}
|
||||
public void SetGameOverState()
|
||||
{
|
||||
SetSessionState(gameSessionStateMachine.SessionGameOverState);
|
||||
}
|
||||
public void SetScoreboardState()
|
||||
{
|
||||
SetSessionState(gameSessionStateMachine.SessionScoreboardState);
|
||||
}
|
||||
public void PauseSession(bool isPaused)
|
||||
{
|
||||
|
||||
if (isPaused)
|
||||
{
|
||||
Time.timeScale = 0;
|
||||
ShowPauseMenuPopUp(true);
|
||||
// SetSessionState(ESessionState.PAUSED_POP_UP);
|
||||
}
|
||||
else
|
||||
{
|
||||
Time.timeScale = 1;
|
||||
ShowPauseMenuPopUp(false);
|
||||
// SetSessionState(ESessionState.PLAYING);
|
||||
}
|
||||
|
||||
}
|
||||
public void ClosePopUp()
|
||||
{
|
||||
//switch (sessionState)
|
||||
//{
|
||||
// case ESessionState.PLAYING:
|
||||
// break;
|
||||
// case ESessionState.PAUSED_POP_UP:
|
||||
// ShowPauseMenuPopUp(false);
|
||||
// // SetSessionState(ESessionState.PLAYING);
|
||||
// break;
|
||||
// case ESessionState.GAMEOVER_POP_UP:
|
||||
// ShowGameOverPopUp(false);
|
||||
// // SetSessionState(ESessionState.PLAYING);
|
||||
// break;
|
||||
// case ESessionState.SCOREBOARD_UI:
|
||||
// ShowScoreboardUI(false);
|
||||
// // SetSessionState(ESessionState.PAUSED_POP_UP);
|
||||
// break;
|
||||
//}
|
||||
}
|
||||
public void HideAllPopUps()
|
||||
{
|
||||
ShowGameOverPopUp(false);
|
||||
ShowPauseMenuPopUp(false);
|
||||
ShowScoreboardUI(false);
|
||||
}
|
||||
public void ShowGameOverPopUp(bool isVisible)
|
||||
{
|
||||
gameOverPopUp.Show(isVisible);
|
||||
}
|
||||
public void ShowPauseMenuPopUp(bool isVisible)
|
||||
{
|
||||
pauseMenuPopUp.Show(isVisible);
|
||||
}
|
||||
public void ShowScoreboardUI(bool isVisible)
|
||||
{
|
||||
scoreboardUI.Show(isVisible);
|
||||
}
|
||||
|
||||
public void RestartSession()
|
||||
{
|
||||
//sceneLoader.Load("MainScene");
|
||||
player.ResetToDefault();
|
||||
}
|
||||
public void GoToMainMenu()
|
||||
{
|
||||
//sceneLoader.Load("MainMenu");
|
||||
player.ResetToDefault();
|
||||
}
|
||||
public void AddEntryToScoreboard(ScoreboardEntry entry)
|
||||
{
|
||||
scoreboard.AddScoreboardEntry(entry);
|
||||
//scoreboard.gameObject.SetActive(true);
|
||||
}
|
||||
public void SaveSessionResult()
|
||||
{
|
||||
scoreboard.SaveScoreboardEntriesTable();
|
||||
}
|
||||
public void UpdateScoreboard(int score)
|
||||
{
|
||||
AddEntryToScoreboard(new ScoreboardEntry("PlayerOne", score));
|
||||
SaveSessionResult();
|
||||
}
|
||||
}
|
||||
}
|
@ -1,24 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class GameOverState : GameSessionState
|
||||
{
|
||||
public GameOverState(GameSessionStateMachine gameSessionStateMachine) : base(gameSessionStateMachine)
|
||||
{
|
||||
|
||||
}
|
||||
public override void OnStateEnter()
|
||||
{
|
||||
gameSessionSM.ShowGameOverPopUp(true);
|
||||
}
|
||||
|
||||
public override void OnStateExit()
|
||||
{
|
||||
gameSessionSM.ShowGameOverPopUp(false);
|
||||
}
|
||||
public override void Tick()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
@ -1,16 +0,0 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
[Serializable]
|
||||
public class GameSessionState : State<GameSession>
|
||||
{
|
||||
protected GameSessionStateMachine gameSessionSM;
|
||||
public GameSessionState(GameSessionStateMachine gameSessionStateMachine)
|
||||
{
|
||||
gameSessionSM = gameSessionStateMachine;
|
||||
//StateMachine = session.SessionStateMachine;
|
||||
}
|
||||
public override void Tick() { }
|
||||
}
|
@ -1,44 +0,0 @@
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
public class GameSessionStateMachine : StateMachine<GameSession>
|
||||
{
|
||||
private GameSession session;
|
||||
public GameSessionStateMachine(GameSession session)
|
||||
{
|
||||
this.session = session;
|
||||
InitStates();
|
||||
}
|
||||
#region States
|
||||
public PausedState SessionPausedState { get; private set; }
|
||||
public GameOverState SessionGameOverState { get; private set; }
|
||||
public ScoreboardState SessionScoreboardState { get; private set; }
|
||||
public PlayingState SessionPlayingState { get; private set; }
|
||||
private void InitStates()
|
||||
{
|
||||
SessionPausedState = new PausedState(this);
|
||||
SessionGameOverState = new GameOverState(this);
|
||||
SessionScoreboardState = new ScoreboardState(this);
|
||||
SessionPlayingState = new PlayingState(this);
|
||||
}
|
||||
#endregion
|
||||
|
||||
public void ShowGameOverPopUp(bool isVisible)
|
||||
{
|
||||
session.ShowGameOverPopUp(isVisible);
|
||||
}
|
||||
public void ShowPauseMenuPopUp(bool isVisible)
|
||||
{
|
||||
session.ShowPauseMenuPopUp(isVisible);
|
||||
}
|
||||
public void PauseSession(bool isVisible)
|
||||
{
|
||||
session.PauseSession(isVisible);
|
||||
}
|
||||
public void ShowScoreboardUI(bool isVisible)
|
||||
{
|
||||
session.ShowScoreboardUI(isVisible);
|
||||
}
|
||||
|
||||
|
||||
}
|
@ -1,26 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class MainMenuState : GameSessionState
|
||||
{
|
||||
public MainMenuState(GameSessionStateMachine gameSessionStateMachine) : base(gameSessionStateMachine)
|
||||
{
|
||||
|
||||
}
|
||||
public override void OnStateEnter()
|
||||
{
|
||||
gameSessionSM.ShowPauseMenuPopUp(true);
|
||||
gameSessionSM.PauseSession(true);
|
||||
}
|
||||
|
||||
public override void OnStateExit()
|
||||
{
|
||||
gameSessionSM.ShowPauseMenuPopUp(false);
|
||||
gameSessionSM.PauseSession(false);
|
||||
}
|
||||
public override void Tick()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
@ -1,26 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class PausedState : GameSessionState
|
||||
{
|
||||
public PausedState(GameSessionStateMachine gameSessionStateMachine) : base(gameSessionStateMachine)
|
||||
{
|
||||
|
||||
}
|
||||
public override void OnStateEnter()
|
||||
{
|
||||
//gameSessionSM.ShowPauseMenuPopUp(true);
|
||||
gameSessionSM.PauseSession(true);
|
||||
}
|
||||
|
||||
public override void OnStateExit()
|
||||
{
|
||||
// gameSessionSM.ShowPauseMenuPopUp(false);
|
||||
gameSessionSM.PauseSession(false);
|
||||
}
|
||||
public override void Tick()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d5275d94256270c4f9897cce8d30f2a7
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,24 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class PlayingState : GameSessionState
|
||||
{
|
||||
public PlayingState(GameSessionStateMachine gameSessionStateMachine) : base(gameSessionStateMachine)
|
||||
{
|
||||
|
||||
}
|
||||
public override void OnStateEnter()
|
||||
{
|
||||
gameSessionSM.ShowPauseMenuPopUp(false);
|
||||
gameSessionSM.PauseSession(false);
|
||||
}
|
||||
public override void OnStateExit()
|
||||
{
|
||||
|
||||
}
|
||||
public override void Tick()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1e3af5d032a678c4f8d4460be58f2312
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,28 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class ScoreboardState : PausedState
|
||||
{
|
||||
public ScoreboardState(GameSessionStateMachine gameSessionStateMachine) : base(gameSessionStateMachine)
|
||||
{
|
||||
|
||||
}
|
||||
public override void OnStateEnter()
|
||||
{
|
||||
base.OnStateEnter();
|
||||
gameSessionSM.ShowPauseMenuPopUp(false);
|
||||
// session.scoreboardUI.Show(true);
|
||||
gameSessionSM.ShowScoreboardUI(true);
|
||||
}
|
||||
public override void OnStateExit()
|
||||
{
|
||||
gameSessionSM.ShowScoreboardUI(false);
|
||||
gameSessionSM.ShowPauseMenuPopUp(true);
|
||||
// base.OnStateExit();
|
||||
}
|
||||
public override void Tick()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1c9aa9860950c0f4fad343d2138fa834
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,27 +0,0 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class AiInput : IPlayerInput
|
||||
{
|
||||
public bool IsShooting()
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
public EInputDirection? ScanDirection()
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
//public bool ActivateAbility()
|
||||
//{
|
||||
// throw new System.NotImplementedException();
|
||||
//}
|
||||
|
||||
//public EInputDirection? ScanDirection()
|
||||
//{
|
||||
// throw new System.NotImplementedException();
|
||||
//}
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4d090d5d1f498694295ca089f41ac4bd
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,30 +0,0 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
public class ArrowKeysInput : IPlayerInput //ÑÄÅËÀÒÜ ÌÎÍÎÁÅÕ È Ñ×ÈÒÛÂÀÒÜ ÈÍÏÓÒ ÏÎÑÒÎßÍÍÎ Â ÀÏÄÅÉÒ, ÑÄÅËÀÒÜ ÃÅÒÈÍÏÓÒ?
|
||||
{
|
||||
public bool IsShooting()
|
||||
{
|
||||
if (Input.GetKeyDown(KeyCode.F))
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
EInputDirection? IPlayerInput.ScanDirection()
|
||||
{
|
||||
if (Input.GetKeyDown(KeyCode.UpArrow))
|
||||
return EInputDirection.UP;
|
||||
else if (Input.GetKeyDown(KeyCode.DownArrow))
|
||||
return EInputDirection.DOWN;
|
||||
else if (Input.GetKeyDown(KeyCode.RightArrow))
|
||||
return EInputDirection.RIGHT;
|
||||
else if (Input.GetKeyDown(KeyCode.LeftArrow))
|
||||
return EInputDirection.LEFT;
|
||||
else
|
||||
return null;
|
||||
}
|
||||
|
||||
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 047d01680e1795b449b9df2738021331
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
8
Assets/Scripts/Input/BindableHolders.meta
Normal file
8
Assets/Scripts/Input/BindableHolders.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 578519186be4e0b4691dde7ab27f380c
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
13
Assets/Scripts/Input/BindableHolders/IBindingHolder.cs
Normal file
13
Assets/Scripts/Input/BindableHolders/IBindingHolder.cs
Normal file
@ -0,0 +1,13 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
|
||||
public interface IBindingHolder<T> where T : IBinding
|
||||
{
|
||||
public Dictionary<ECommand, T> InputBindings { get; }
|
||||
public void Init();
|
||||
}
|
||||
|
@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f753cbde97f0f894ea82898f151d82de
|
||||
guid: 3cf89b6e77b65764494d33d1f9301d62
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
23
Assets/Scripts/Input/BindableHolders/KeyBindingHolder.cs
Normal file
23
Assets/Scripts/Input/BindableHolders/KeyBindingHolder.cs
Normal file
@ -0,0 +1,23 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
public class KeyBindingHolder : IBindingHolder<KeyBinding>
|
||||
{
|
||||
public Dictionary<ECommand, KeyBinding> InputBindings { get; private set; }
|
||||
|
||||
private readonly Dictionary<ECommand, KeyBinding> DefaultKeyBindings = new Dictionary<ECommand, KeyBinding>
|
||||
{
|
||||
{ECommand.DOWN, new KeyBinding(KeyCode.DownArrow)},
|
||||
{ECommand.UP, new KeyBinding(KeyCode.UpArrow)},
|
||||
{ECommand.LEFT, new KeyBinding(KeyCode.LeftArrow)},
|
||||
{ECommand.RIGHT, new KeyBinding(KeyCode.RightArrow)},
|
||||
};
|
||||
|
||||
public void Init()
|
||||
{
|
||||
if (InputBindings == null)
|
||||
InputBindings = DefaultKeyBindings;
|
||||
}
|
||||
}
|
@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2f282c2255093ac46b5471697892cebf
|
||||
guid: 2022de8eb7613a54191bd8026d91f42b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
8
Assets/Scripts/Input/Bindings.meta
Normal file
8
Assets/Scripts/Input/Bindings.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6f8a324c8d404d44aa93328a466b7dcc
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
7
Assets/Scripts/Input/Bindings/IBinding.cs
Normal file
7
Assets/Scripts/Input/Bindings/IBinding.cs
Normal file
@ -0,0 +1,7 @@
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
public interface IBinding
|
||||
{
|
||||
public bool IsPressed { get; }
|
||||
}
|
@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9387386e152d00b40b8954b03fd7b2b8
|
||||
guid: daab747a6f59d3040812eba8edccad91
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
25
Assets/Scripts/Input/Bindings/KeyBinding.cs
Normal file
25
Assets/Scripts/Input/Bindings/KeyBinding.cs
Normal file
@ -0,0 +1,25 @@
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
public class KeyBinding : IBinding
|
||||
{
|
||||
private KeyCode keyBinding;
|
||||
private KeyCode alternativeKeyBinding;
|
||||
public bool IsPressed => Input.GetKeyDown(keyBinding) || Input.GetKeyDown(alternativeKeyBinding);
|
||||
|
||||
public KeyBinding(KeyCode key,KeyCode alternative = KeyCode.None)
|
||||
{
|
||||
keyBinding = key;
|
||||
alternativeKeyBinding = alternative;
|
||||
}
|
||||
|
||||
public void UpdateBinding(KeyCode key)
|
||||
{
|
||||
keyBinding = key;
|
||||
}
|
||||
public void UpdateAlternativeBinding(KeyCode key)
|
||||
{
|
||||
keyBinding = key;
|
||||
}
|
||||
|
||||
}
|
3
Assets/Scripts/Input/Bindings/KeyBinding.cs.meta
Normal file
3
Assets/Scripts/Input/Bindings/KeyBinding.cs.meta
Normal file
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7afd33932b69487193b1fab31861dd10
|
||||
timeCreated: 1659607609
|
@ -1,11 +0,0 @@
|
||||
|
||||
using System;
|
||||
|
||||
public enum EInputDirection { LEFT, RIGHT , UP ,DOWN };
|
||||
|
||||
public interface IPlayerInput
|
||||
{
|
||||
public EInputDirection? ScanDirection();
|
||||
public bool IsShooting();
|
||||
// void ActivateAbility();
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f074f90b920b2b443b4ea90f974fab5b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
8
Assets/Scripts/Input/Translating.meta
Normal file
8
Assets/Scripts/Input/Translating.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8653ffb3c3b29224c9d1500cf6241403
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
11
Assets/Scripts/Input/Translating/ECommand.cs
Normal file
11
Assets/Scripts/Input/Translating/ECommand.cs
Normal file
@ -0,0 +1,11 @@
|
||||
|
||||
public enum ECommand
|
||||
{
|
||||
NONE = 0,
|
||||
LEFT = 1,
|
||||
RIGHT = 2,
|
||||
UP = 3,
|
||||
DOWN = 4,
|
||||
OPEN_SCOREBOARD = 5,
|
||||
SHOOT = 6
|
||||
}
|
@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7ebb13eb65ce218409f20b558895e326
|
||||
guid: 4e8ad21640370fe4d912969b1b6c35e7
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
6
Assets/Scripts/Input/Translating/ICommandTranslator.cs
Normal file
6
Assets/Scripts/Input/Translating/ICommandTranslator.cs
Normal file
@ -0,0 +1,6 @@
|
||||
|
||||
public interface ICommandTranslator
|
||||
{
|
||||
public void TranslateCommand(ECommand command);
|
||||
}
|
||||
|
11
Assets/Scripts/Input/Translating/ICommandTranslator.cs.meta
Normal file
11
Assets/Scripts/Input/Translating/ICommandTranslator.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6f6f2342ea03c8145ada8bc167817032
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
54
Assets/Scripts/Input/Translating/InputTranslator.cs
Normal file
54
Assets/Scripts/Input/Translating/InputTranslator.cs
Normal file
@ -0,0 +1,54 @@
|
||||
|
||||
using System.Collections.Generic;
|
||||
|
||||
|
||||
public class InputTranslator<T> where T : IBinding
|
||||
{
|
||||
private List<ICommandTranslator> inputTranslators;
|
||||
private IBindingHolder<T> bindingHolder;
|
||||
|
||||
public void Init(IBindingHolder<T> holder)
|
||||
{
|
||||
inputTranslators = new List<ICommandTranslator>();
|
||||
bindingHolder = holder;
|
||||
bindingHolder.Init();
|
||||
}
|
||||
|
||||
public void AddNode(ICommandTranslator translator)
|
||||
{
|
||||
if (inputTranslators.Contains(translator))
|
||||
return;
|
||||
|
||||
inputTranslators.Add(translator);
|
||||
}
|
||||
|
||||
public void RemoveNode(ICommandTranslator translator)
|
||||
{
|
||||
if (inputTranslators.Contains(translator))
|
||||
inputTranslators.Remove(translator);
|
||||
}
|
||||
|
||||
public void Tick()
|
||||
{
|
||||
if (inputTranslators.Count == 0)
|
||||
return;
|
||||
|
||||
var commands = new List<ECommand>();
|
||||
foreach (var keyBinding in bindingHolder.InputBindings)
|
||||
{
|
||||
if (!keyBinding.Value.IsPressed)
|
||||
commands.Remove(keyBinding.Key);
|
||||
if (commands.Contains(keyBinding.Key))
|
||||
continue;
|
||||
if (keyBinding.Value.IsPressed)
|
||||
commands.Add(keyBinding.Key);
|
||||
}
|
||||
|
||||
if (commands.Count == 0)
|
||||
return;
|
||||
|
||||
foreach (var inputTranslator in inputTranslators)
|
||||
foreach (var command in commands)
|
||||
inputTranslator.TranslateCommand(command);
|
||||
}
|
||||
}
|
11
Assets/Scripts/Input/Translating/InputTranslator.cs.meta
Normal file
11
Assets/Scripts/Input/Translating/InputTranslator.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8ba46ea1364ff1e44be4c15ddc91d704
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -7,7 +7,7 @@ using UnityEngine.SceneManagement;
|
||||
[RequireComponent(typeof(Health))]
|
||||
[RequireComponent(typeof(Statistics))]
|
||||
|
||||
public class Player : MonoBehaviour, IResettable
|
||||
public class Player : MonoBehaviour,IResettable, ICommandTranslator
|
||||
{
|
||||
#region StateMachine
|
||||
|
||||
@ -35,9 +35,6 @@ public class Player : MonoBehaviour, IResettable
|
||||
|
||||
#region MovementControl
|
||||
|
||||
private IPlayerInput input;
|
||||
public EInputDirection? InputDirection { get; private set; }
|
||||
|
||||
[SerializeField] private LaneSystem laneSystem;
|
||||
public LaneSystem LaneSystem { get { return laneSystem; } private set { laneSystem = value; } }
|
||||
public CharacterController CharacterController { get; private set; }
|
||||
@ -50,7 +47,7 @@ public class Player : MonoBehaviour, IResettable
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
input = new ArrowKeysInput();
|
||||
GameSession.Instance.InputTranslator.AddNode(this);
|
||||
animator = GetComponent<Animator>();
|
||||
if (animator)
|
||||
PlayerAnimator = new PlayerAnimator(animator);
|
||||
@ -73,9 +70,10 @@ public class Player : MonoBehaviour, IResettable
|
||||
{
|
||||
PlayerStateMachine.SetState(PlayerStateMachine.PlayerStartingIdleState);
|
||||
}
|
||||
|
||||
|
||||
private void Update()
|
||||
{
|
||||
InputDirection = input.ScanDirection();
|
||||
PlayerStateMachine.Tick();
|
||||
}
|
||||
private void FixedUpdate()
|
||||
@ -141,4 +139,25 @@ public class Player : MonoBehaviour, IResettable
|
||||
SceneManager.LoadScene("MainMenu", LoadSceneMode.Single);
|
||||
ResetToDefault();
|
||||
}
|
||||
|
||||
public void TranslateCommand(ECommand command)
|
||||
{
|
||||
switch (command)
|
||||
{
|
||||
case ECommand.RIGHT:
|
||||
PlayerStateMachine.IncreaseTargetLane();
|
||||
break;
|
||||
case ECommand.LEFT:
|
||||
PlayerStateMachine.DecreaseTargetLane();
|
||||
break;
|
||||
case ECommand.UP:
|
||||
PlayerStateMachine.SetState(PlayerStateMachine.PlayerJumpState);
|
||||
break;
|
||||
case ECommand.DOWN:
|
||||
PlayerStateMachine.SetState(PlayerStateMachine.PlayerSlideState);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -9,7 +9,7 @@ public abstract class MovingState : PlayerState
|
||||
private float laneSwitchSpeed; //SO
|
||||
protected const float gravity = -9.8f;
|
||||
private float invincibilityTime => playerSM.PlayerData.InvincibilityTime;
|
||||
public MovingState(PlayerStateMachine playerStateMachine) : base(playerStateMachine)//, PlayerController controller
|
||||
public MovingState(PlayerStateMachine playerStateMachine) : base(playerStateMachine)
|
||||
{
|
||||
this.playerSM = playerStateMachine;
|
||||
speed = playerData.Speed;
|
||||
@ -21,7 +21,7 @@ public abstract class MovingState : PlayerState
|
||||
|
||||
public override void Tick()
|
||||
{
|
||||
HandleDirection();
|
||||
//HandleDirection();
|
||||
playerSM.HorizontalDeltaPosition = speed * playerSM.PlayerTransform.forward * Time.deltaTime ;
|
||||
playerSM.HorizontalDeltaPosition += playerSM.PlayerTransform.forward * speed * Time.deltaTime;
|
||||
playerSM.UpdateDistance(playerSM.HorizontalDeltaPosition.z); //вынести в контроллер
|
||||
@ -36,26 +36,28 @@ public abstract class MovingState : PlayerState
|
||||
{
|
||||
playerSM.VerticalDeltaPosition += gravity * Time.deltaTime;
|
||||
}
|
||||
private void HandleDirection()
|
||||
{
|
||||
switch (playerSM.InputDirection)
|
||||
{
|
||||
case EInputDirection.RIGHT:
|
||||
playerSM.IncreaseTargetLane();
|
||||
break;
|
||||
case EInputDirection.LEFT:
|
||||
playerSM.DecreaseTargetLane();
|
||||
break;
|
||||
case EInputDirection.UP:
|
||||
playerSM.SetState(playerSM.PlayerJumpState);
|
||||
break;
|
||||
case EInputDirection.DOWN:
|
||||
playerSM.SetState(playerSM.PlayerSlideState);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//private void HandleDirection()
|
||||
//{
|
||||
// switch (playerSM.InputDirection)
|
||||
// {
|
||||
// case EInputDirection.RIGHT:
|
||||
// playerSM.IncreaseTargetLane();
|
||||
// break;
|
||||
// case EInputDirection.LEFT:
|
||||
// playerSM.DecreaseTargetLane();
|
||||
// break;
|
||||
// case EInputDirection.UP:
|
||||
// playerSM.SetState(playerSM.PlayerJumpState);
|
||||
// break;
|
||||
// case EInputDirection.DOWN:
|
||||
// playerSM.SetState(playerSM.PlayerSlideState);
|
||||
// break;
|
||||
// default:
|
||||
// break;
|
||||
// }
|
||||
//}
|
||||
|
||||
public void SwitchLane()
|
||||
{
|
||||
@ -80,6 +82,9 @@ public abstract class MovingState : PlayerState
|
||||
playerSM.HorizontalDeltaPosition += playerSM.PlayerTransform.right * diffX.x;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
@ -34,7 +34,6 @@ public class PlayerStateMachine : StateMachine<Player>
|
||||
public Vector3 HorizontalDeltaPosition;
|
||||
public float VerticalDeltaPosition;
|
||||
|
||||
public EInputDirection? InputDirection { get { return player.InputDirection; } }
|
||||
public bool IsOnTargetLane(float position)
|
||||
{
|
||||
return player.LaneSystem.IsOnTargetLane(position);
|
||||
|
@ -5,7 +5,7 @@ using UnityEngine;
|
||||
public class SlideState : MovingState
|
||||
{
|
||||
private float expiredTime = 0;
|
||||
private float slideDuration = 1;
|
||||
private float slideDuration = 0.9f;
|
||||
public SlideState(PlayerStateMachine playerStateMachine) : base(playerStateMachine)
|
||||
{}
|
||||
public override void OnStateEnter()
|
||||
|
@ -13,7 +13,7 @@ public class StartingIdleState : PlayerState
|
||||
playerSM.PlayIdleAnimation(true);
|
||||
//Session.SetPlayingState();
|
||||
//Session.ShowGameOverPopUp(false);
|
||||
playerTransform.position = new Vector3(0, 0, 15);
|
||||
playerTransform.position = new Vector3(0, 1, 15);
|
||||
countdownTime = 3;
|
||||
CountdownBeforeTheStart();
|
||||
}
|
||||
|
@ -12,7 +12,7 @@ public class Statistics : MonoBehaviour,IResettable //
|
||||
public event Action<int> OnCoinCountChanged = delegate { };
|
||||
public event Action<float> OnDistanceChanged = delegate { };
|
||||
public event Action<int> OnScoreCalculated = delegate { };
|
||||
|
||||
[SerializeField] PlayerHUDView PlayerHUD;
|
||||
private void Awake()
|
||||
{
|
||||
ResetToDefault();
|
||||
@ -27,7 +27,7 @@ public class Statistics : MonoBehaviour,IResettable //
|
||||
}
|
||||
private void Update()
|
||||
{
|
||||
//CalculateScore();
|
||||
CalculateScore();
|
||||
}
|
||||
public void UpdateCoinCount(int amount)
|
||||
{
|
||||
@ -43,6 +43,7 @@ public class Statistics : MonoBehaviour,IResettable //
|
||||
{
|
||||
score = Mathf.FloorToInt(coinCount * coinMultiplier + distance);
|
||||
OnScoreCalculated?.Invoke(score);
|
||||
PlayerHUD.UpdateScore(score.ToString());
|
||||
}
|
||||
|
||||
public void ResetToDefault()
|
||||
|
@ -4,9 +4,7 @@ using UnityEngine;
|
||||
|
||||
public class ChunkGenerator : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private Obstacle obstaclePrefab;
|
||||
[SerializeField] private LaneSystem LaneSystem;
|
||||
[SerializeField] private int gridColumns;
|
||||
public CoinPool CoinPool { get; private set; }
|
||||
[field: SerializeField] public List<ObstaclePool> ObstaclePools { get; private set; }
|
||||
|
||||
@ -14,7 +12,6 @@ public class ChunkGenerator : MonoBehaviour
|
||||
{
|
||||
var obstaclePool = ObstaclePools.GetRandomElement();
|
||||
var obstacle = obstaclePool.GetFromPool();
|
||||
|
||||
chunkToFill.Obstacles.Add(obstacle);
|
||||
obstacle.transform.SetParent(chunkToFill.transform, true);
|
||||
obstacle.transform.localPosition = chunkToFill.GridPositions.GetRandomElement();
|
||||
|
@ -35,15 +35,17 @@ public abstract class Chunk : MonoBehaviour, IResettable,IPoolable<Chunk>
|
||||
|
||||
private void InitializeGrid()
|
||||
{
|
||||
float chunkLength = (End.position - Begin.position).magnitude;
|
||||
Vector3 chunkLengthVector = (End.position - Begin.position);
|
||||
float chunkLength = chunkLengthVector.magnitude;
|
||||
float rowLength = chunkLength / gridRowCount;
|
||||
|
||||
Debug.DrawLine(Vector3.zero, new Vector3(0, 5, 0), Color.red);
|
||||
foreach (var lane in LaneSystem.Instance.Lanes)
|
||||
{
|
||||
float lanePosition = lane * LaneSystem.Instance.LaneWidth;
|
||||
for (int i = 0; i < gridRowCount; i++)
|
||||
{
|
||||
Vector3 gridPosition = new Vector3(lanePosition, 0, i * rowLength);
|
||||
Debug.DrawLine(gridPosition, Vector3.up* 100,Color.red,500);
|
||||
GridPositions.Add(gridPosition);
|
||||
}
|
||||
}
|
||||
|
21
Assets/Scripts/Road/Chunks/Grid.cs
Normal file
21
Assets/Scripts/Road/Chunks/Grid.cs
Normal file
@ -0,0 +1,21 @@
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Assets.Scripts.Road.Chunks
|
||||
{
|
||||
public class Grid : MonoBehaviour
|
||||
{
|
||||
|
||||
// Use this for initialization
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/Road/Chunks/Grid.cs.meta
Normal file
11
Assets/Scripts/Road/Chunks/Grid.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 35f1bf07476c18f45837c70890f81b2f
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
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Assets/Scripts/UI/Canvases/PlayerHUDCanvas.cs
Normal file
16
Assets/Scripts/UI/Canvases/PlayerHUDCanvas.cs
Normal file
@ -0,0 +1,16 @@
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||||
using System.Collections;
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||||
using System.Collections.Generic;
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||||
using UnityEngine;
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[RequireComponent(typeof(Canvas))]
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public class PlayerHUDCanvas : MonoBehaviour
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{
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public static PlayerHUDCanvas Instance { get; private set; }
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public Canvas Canvas { get; private set; }
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void Awake()
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{
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Instance = this;
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Canvas = GetComponent<Canvas>();
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}
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}
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|
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Assets/TextMesh Pro/Examples & Extras/Fonts/Anton OFL.txt
Normal file
93
Assets/TextMesh Pro/Examples & Extras/Fonts/Anton OFL.txt
Normal file
@ -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
|
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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
|
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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,
|
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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
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COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
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INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
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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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||||
OTHER DEALINGS IN THE FONT SOFTWARE.
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Copyright (c) 2010 by vernon adams (vern@newtypography.co.uk),
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with Reserved Font Name Bangers.
|
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This Font Software is licensed under the SIL Open Font License, Version 1.1.
|
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This license is copied below, and is also available with a FAQ at:
|
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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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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
|
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COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
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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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|
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This Font Software is licensed under the SIL Open Font License, Version 1.1.
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This license is copied below, and is also available with a FAQ at:
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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,
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||||
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
|
||||
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|
||||
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|
||||
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|
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Reference in New Issue
Block a user