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227 changed files with 33558 additions and 240 deletions
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+14 -20
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@@ -1,6 +1,7 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class CameraController : MonoBehaviour
{
@@ -21,48 +22,41 @@ public class CameraController : MonoBehaviour
pivot.position = player.position;
pivot.parent = null;
Cursor.visible = !Cursor.visible;
Cursor.lockState = CursorLockMode.Locked;
}
void LateUpdate(){
float camX = Input.GetAxisRaw("Mouse X") * rotateSpeed;
pivot.Rotate(0, camX, 0);
float camY = Input.GetAxisRaw("Mouse Y") * rotateSpeed;
float camX = 0;
float camY = 0;
if(!PauseMenu.GameIsPaused)
{
camX = Input.GetAxisRaw("Mouse X") * rotateSpeed;
camY = Input.GetAxisRaw("Mouse Y") * rotateSpeed;
}
pivot.Rotate(0, camX, 0);
if (invertY){
pivot.Rotate(camY, 0, 0);
} else {
pivot.Rotate(-camY, 0, 0);
}
if(Input.GetKey(KeyCode.LeftShift))
{
player.Rotate(0, camX, 0);
pivot.Rotate(0, 0, 0);
}
if(pivot.rotation.eulerAngles.x > maxViewAngle && pivot.rotation.eulerAngles.x < 180f)
{
pivot.rotation = Quaternion.Euler(maxViewAngle, 0, 0);
pivot.rotation = Quaternion.Euler(maxViewAngle, pivot.rotation.eulerAngles.y, pivot.rotation.eulerAngles.z);
}
if(pivot.rotation.eulerAngles.x > 180f && pivot.rotation.eulerAngles.x < (360 + minViewAngle))
{
pivot.rotation = Quaternion.Euler(minViewAngle, 0, 0);
pivot.rotation = Quaternion.Euler(minViewAngle, pivot.rotation.eulerAngles.y, pivot.rotation.eulerAngles.z);
}
float camZ = Input.GetAxisRaw("Mouse ScrollWheel");
float angleY = pivot.eulerAngles.y;
float angleX = pivot.eulerAngles.x;
/* Code to force the camera behind the player
if(Input.GetKey(KeyCode.LeftShift))
{
angleY = player.eulerAngles.y;
angleX = player.eulerAngles.x;
} */
float cameraAngle = transform.eulerAngles.y;
Quaternion rotation = Quaternion.Euler(angleX, angleY, 0);
+20
View File
@@ -0,0 +1,20 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class MainMenu : MonoBehaviour
{
public void PlayGame()
{
SceneManager.LoadScene("Hub World", LoadSceneMode.Single);
}
public void QuitGame()
{
Application.Quit();
Debug.Log("QUIT");
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class PauseMenu : MonoBehaviour
{
public static bool GameIsPaused = false;
public GameObject pauseMenuUI;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
if(Input.GetButtonDown("Pause"))
{
if(GameIsPaused)
{
Resume();
Cursor.visible = !Cursor.visible;
Cursor.lockState = CursorLockMode.Locked;
} else {
Pause();
Cursor.visible = Cursor.visible;
Cursor.lockState = CursorLockMode.None;
}
}
}
public void Resume()
{
pauseMenuUI.SetActive(false);
Time.timeScale = 1f;
GameIsPaused = false;
Cursor.visible = !Cursor.visible;
Cursor.lockState = CursorLockMode.Locked;
}
void Pause()
{
pauseMenuUI.SetActive(true);
Time.timeScale = 0f;
GameIsPaused = true;
Cursor.visible = Cursor.visible;
Cursor.lockState = CursorLockMode.None;
}
public void LoadHubWorld()
{
Time.timeScale = 1f;
GameIsPaused = false;
SceneManager.LoadScene("Hub World", LoadSceneMode.Single);
Cursor.visible = !Cursor.visible;
Cursor.lockState = CursorLockMode.Locked;
}
public void LoadMenu()
{
Time.timeScale = 1f;
GameIsPaused = false;
SceneManager.LoadScene("Main Menu", LoadSceneMode.Single);
}
public void Quit()
{
Application.Quit();
Debug.Log("QUIT");
}
}
+11
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+27 -14
View File
@@ -60,6 +60,9 @@ public class PlayerController : MonoBehaviour
capsuleHeight = capsule.height;
maxSpeedStore = maxSpeed;
accelerationStore = acceleration;
Cursor.visible = !Cursor.visible;
Cursor.lockState = CursorLockMode.Locked;
}
void OnControllerColliderHit(ControllerColliderHit hit)
@@ -80,13 +83,27 @@ public class PlayerController : MonoBehaviour
finished = true;
respawnTime = Time.time;
}
}
if(hit.gameObject.tag == "Waypoint")
{
finished = true;
respawnTime = Time.time;
}
if(hit.gameObject.tag == "Obstacle Portal")
{
SceneManager.LoadScene("Floor Level", LoadSceneMode.Single);
respawnTime = Time.time;
}
if(hit.gameObject.tag == "Waypoint Portal")
{
SceneManager.LoadScene("Waypoint Race", LoadSceneMode.Single);
respawnTime = Time.time;
}
}
@@ -146,7 +163,7 @@ public class PlayerController : MonoBehaviour
}
}
if(Input.GetButton("Crouch") || Input.GetAxis("Crouch") == 1.0f)
if((Input.GetButton("Crouch") || Input.GetAxis("Crouch") == 1.0f) && !PauseMenu.GameIsPaused)
{
characterController.height /= 2;
@@ -155,18 +172,16 @@ public class PlayerController : MonoBehaviour
if(Input.GetButtonDown("Crouch") || Input.GetAxis("Crouch") == 1.0f)
{
if((Input.GetAxis("Horizontal") != 0 || Input.GetAxis("Vertical") != 0))
if((Input.GetAxis("Horizontal") != 0 || Input.GetAxis("Vertical") != 0) && !sliding)
{
sliding = true;
slideTime = Time.time;
} else {
sliding = false;
}
sliding = true;
}
}
if(slideTime + halfSec >= Time.time && sliding == true)
if(slideTime + halfSec > Time.time)
{
if(maxSpeed < maxSpeedStore*2)
{
maxSpeed += acceleration*2;
@@ -178,10 +193,10 @@ public class PlayerController : MonoBehaviour
}
} else {
if(maxSpeed > maxSpeedStore/4)
{
maxSpeed -= acceleration;
maxSpeed -= acceleration*2;
}
}
@@ -197,7 +212,7 @@ public class PlayerController : MonoBehaviour
} else {
slideTime = Time.time;
if(Input.GetButton("Crouch") || Input.GetAxis("Crouch") == 1.0f)
if((Input.GetButton("Crouch") || Input.GetAxis("Crouch") == 1.0f) && !PauseMenu.GameIsPaused)
{
characterController.height /= 2;
@@ -220,8 +235,6 @@ public class PlayerController : MonoBehaviour
if(dive == 1){
maxSpeed += 10;
}
sliding = true;
slideTime = Time.time;
}
}
+63
View File
@@ -0,0 +1,63 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Audio;
using UnityEngine.UI;
public class SettingsMenu : MonoBehaviour
{
public AudioMixer audioMixer;
public Dropdown resolutionDropdown;
Resolution[] resolutions;
void Start()
{
resolutions = Screen.resolutions;
resolutionDropdown.ClearOptions();
List<string> options = new List<string>();
int currentResolutionIndex = 0;
for(int i = 0; i < resolutions.Length; i++)
{
string option = resolutions[i].width + " x " + resolutions[i].height;
options.Add(option);
if(resolutions[i].width == Screen.currentResolution.width &&
resolutions[i].height == Screen.currentResolution.height)
{
currentResolutionIndex = i;
}
}
resolutionDropdown.AddOptions(options);
resolutionDropdown.value = currentResolutionIndex;
resolutionDropdown.RefreshShownValue();
}
public void SetResolution(int resolutionIndex)
{
Resolution resolution = resolutions[resolutionIndex];
Screen.SetResolution(resolution.width, resolution.height, Screen.fullScreen);
}
public void SetVolume(float volume)
{
audioMixer.SetFloat("Volume", volume);
}
public void SetQuality(int qualityIndex)
{
QualitySettings.SetQualityLevel(qualityIndex);
}
public void setFullscreen(bool isFullscreen)
{
Screen.fullScreen = isFullscreen;
}
}
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@@ -0,0 +1,35 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Waypoint : MonoBehaviour
{
public bool isGrounded;
// Start is called before the first frame update
void Start()
{
isGrounded = false;
}
// Update is called once per frame
void Update()
{
isGrounded = grounded();
Debug.Log(isGrounded);
}
bool grounded()
{
RaycastHit hit;
if(Physics.Raycast(transform.position, transform.TransformDirection(Vector3.down), out hit, 1.0f))
{
return true;
}
return false;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
[System.Serializable]
public class WaypointRace : MonoBehaviour
{
public int size = 1;
public int level = 1;
public int completionTime = 120;
public float countdown = 0;
public GameObject player;
public PlayerController script;
public GameObject waypoint;
public Waypoint groundedScript;
public GameObject[] obstacleList;
private int selection = 0;
RaycastHit hit;
void Awake()
{
script.respawnTime = Time.time;
}
// Start is called before the first frame update
void Start()
{
script = player.GetComponent<PlayerController>();
size = 2;
script.finished = false;
respawn();
script.pivot.transform.Rotate(0.0f, 225.0f, 0.0f, Space.Self);
levelBuild();
waypointPlacement();
countdown = Time.time;
}
void Update()
{
if(script.finished == true)
{
waypointPlacement();
level++;
if(level > 3)
{
size++;
script.respawn = true;
script.respawnTime = Time.time + 0.25f;
countdown = Time.time;
completionTime = 120 * size;
levelBuild();
level = 1;
}
script.finished = false;
}
if(script.respawn == true)
{
respawn();
script.respawn = false;
}
if(countdown + completionTime < Time.time)
{
SceneManager.LoadScene("Hub World", LoadSceneMode.Single);
}
}
void respawn()
{
script.transform.position = new Vector3(0, 2, 0);
}
void levelBuild()
{
GameObject[] oldObjects = GameObject.FindGameObjectsWithTag("Environment");
foreach (GameObject target in oldObjects) {
GameObject.Destroy(target);
}
oldObjects = GameObject.FindGameObjectsWithTag("Wall");
foreach (GameObject target in oldObjects) {
GameObject.Destroy(target);
}
for(int i = 0; i < size; i++){
for(int j = 0; j < size; j++){
selection = Random.Range(0, obstacleList.Length);
if(Random.Range(0, 5) == 0 || (i == 0 && j == 0 && i == j))
{
Instantiate(obstacleList[0], new Vector3(100*i+50, 0, 100*j+50), Quaternion.identity);
} else {
Instantiate(obstacleList[selection], new Vector3(100*i+50, 0, 100*j+50), Quaternion.Euler(0, 90+Random.Range(0,4), 0));
}
selection = Random.Range(0, obstacleList.Length);
if(Random.Range(0, 5) == 0 || (i == 0 && j == 0 && i == j))
{
Instantiate(obstacleList[0], new Vector3(-100*i-50, 0, -100*j-50), Quaternion.identity);
} else {
Instantiate(obstacleList[selection], new Vector3(-100*i-50, 0, -100*j-50), Quaternion.Euler(0, 90+Random.Range(0,4), 0));
}
selection = Random.Range(0, obstacleList.Length);
if(Random.Range(0, 5) == 0 || (i == 0 && j == 0 && i == j))
{
Instantiate(obstacleList[0], new Vector3(100*i+50, 0, -100*j-50), Quaternion.identity);
} else {
Instantiate(obstacleList[selection], new Vector3(100*i+50, 0, -100*j-50), Quaternion.Euler(0, 90+Random.Range(0,4), 0));
}
selection = Random.Range(0, obstacleList.Length);
if(Random.Range(0, 5) == 0 || (i == 0 && j == 0 && i == j))
{
Instantiate(obstacleList[0], new Vector3(-100*i-50, 0, 100*j+50), Quaternion.identity);
} else {
Instantiate(obstacleList[selection], new Vector3(-100*i-50, 0, 100*j+50), Quaternion.Euler(0, 90+Random.Range(0,4), 0));
}
}
}
}
void waypointPlacement()
{
groundedScript.transform.position = new Vector3(
Random.Range(-100*size, 100*size), Random.Range(2, 10), Random.Range(-100*size, 100*size));
}
}
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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.
@@ -0,0 +1,8 @@
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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
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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