Initial commit
This commit is contained in:
Generated
+13
@@ -0,0 +1,13 @@
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|||||||
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# Default ignored files
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||||||
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/shelf/
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||||||
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/workspace.xml
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||||||
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# Rider ignored files
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||||||
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/modules.xml
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||||||
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/projectSettingsUpdater.xml
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||||||
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/contentModel.xml
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||||||
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/.idea.The Tower.iml
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||||||
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# Editor-based HTTP Client requests
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||||||
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/httpRequests/
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||||||
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# Datasource local storage ignored files
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||||||
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/dataSources/
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||||||
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/dataSources.local.xml
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||||||
+4
@@ -0,0 +1,4 @@
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|||||||
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<?xml version="1.0" encoding="UTF-8"?>
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||||||
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<project version="4">
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||||||
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<component name="Encoding" addBOMForNewFiles="with BOM under Windows, with no BOM otherwise" />
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||||||
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</project>
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||||||
+8
@@ -0,0 +1,8 @@
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|||||||
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<?xml version="1.0" encoding="UTF-8"?>
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||||||
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<project version="4">
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||||||
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<component name="UserContentModel">
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||||||
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<attachedFolders />
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||||||
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<explicitIncludes />
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||||||
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<explicitExcludes />
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||||||
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</component>
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||||||
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</project>
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||||||
@@ -0,0 +1,38 @@
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|||||||
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<component name="InspectionProjectProfileManager">
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||||||
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<profile version="1.0">
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||||||
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<option name="myName" value="Project Default" />
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||||||
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<inspection_tool class="DuplicatedCode" enabled="true" level="WEAK WARNING" enabled_by_default="true">
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||||||
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<Languages>
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||||||
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<language minSize="67" name="JavaScript" />
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||||||
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<language minSize="47" name="Python" />
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</Languages>
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</inspection_tool>
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||||||
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<inspection_tool class="PyCallingNonCallableInspection" enabled="false" level="WARNING" enabled_by_default="false" />
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||||||
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<inspection_tool class="PyPackageRequirementsInspection" enabled="true" level="WARNING" enabled_by_default="true">
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<option name="ignoredPackages">
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||||||
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<value>
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||||||
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<list size="1">
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<item index="0" class="java.lang.String" itemvalue="pytest" />
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</list>
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</value>
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</option>
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</inspection_tool>
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||||||
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<inspection_tool class="PyPep8Inspection" enabled="true" level="WEAK WARNING" enabled_by_default="true">
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||||||
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<option name="ignoredErrors">
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||||||
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<list>
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||||||
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<option value="E501" />
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</list>
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</option>
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</inspection_tool>
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||||||
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<inspection_tool class="PyStatementEffectInspection" enabled="false" level="WARNING" enabled_by_default="false" />
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||||||
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<inspection_tool class="PyUnresolvedReferencesInspection" enabled="true" level="WARNING" enabled_by_default="true">
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||||||
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<option name="ignoredIdentifiers">
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||||||
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<list>
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||||||
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<option value="tuple.append" />
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<option value="str.get_width" />
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<option value="rental.return_date" />
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</list>
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</option>
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||||||
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</inspection_tool>
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||||||
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</profile>
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||||||
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</component>
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Generated
+4
@@ -0,0 +1,4 @@
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|||||||
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<?xml version="1.0" encoding="UTF-8"?>
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||||||
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<project version="4">
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<component name="VcsDirectoryMappings" defaultProject="true" />
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||||||
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</project>
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||||||
@@ -0,0 +1,161 @@
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<?xml version="1.0" encoding="utf-8"?>
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||||||
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<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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||||||
|
<PropertyGroup>
|
||||||
|
<LangVersion>9.0</LangVersion>
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||||||
|
<_TargetFrameworkDirectories>non_empty_path_generated_by_unity.rider.package</_TargetFrameworkDirectories>
|
||||||
|
<_FullFrameworkReferenceAssemblyPaths>non_empty_path_generated_by_unity.rider.package</_FullFrameworkReferenceAssemblyPaths>
|
||||||
|
<DisableHandlePackageFileConflicts>true</DisableHandlePackageFileConflicts>
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||||||
|
</PropertyGroup>
|
||||||
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<PropertyGroup>
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||||||
|
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
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||||||
|
<ProductVersion>10.0.20506</ProductVersion>
|
||||||
|
<SchemaVersion>2.0</SchemaVersion>
|
||||||
|
<RootNamespace></RootNamespace>
|
||||||
|
<ProjectGuid>{4f439cc1-502d-4376-aa82-251a59bbbbe6}</ProjectGuid>
|
||||||
|
<ProjectTypeGuids>{E097FAD1-6243-4DAD-9C02-E9B9EFC3FFC1};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids>
|
||||||
|
<OutputType>Library</OutputType>
|
||||||
|
<AppDesignerFolder>Properties</AppDesignerFolder>
|
||||||
|
<AssemblyName>Assembly-CSharp-Editor</AssemblyName>
|
||||||
|
<TargetFrameworkVersion>v4.7.1</TargetFrameworkVersion>
|
||||||
|
<FileAlignment>512</FileAlignment>
|
||||||
|
<BaseDirectory>.</BaseDirectory>
|
||||||
|
</PropertyGroup>
|
||||||
|
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
|
||||||
|
<DebugSymbols>true</DebugSymbols>
|
||||||
|
<DebugType>full</DebugType>
|
||||||
|
<Optimize>false</Optimize>
|
||||||
|
<OutputPath>Temp\Bin\Debug\Unity.Rider.Editor\</OutputPath>
|
||||||
|
<DefineConstants>UNITY_EDITOR</DefineConstants>
|
||||||
|
<ErrorReport>prompt</ErrorReport>
|
||||||
|
<WarningLevel>4</WarningLevel>
|
||||||
|
<NoWarn>0169,0649</NoWarn>
|
||||||
|
<AllowUnsafeBlocks>False</AllowUnsafeBlocks>
|
||||||
|
<TreatWarningsAsErrors>False</TreatWarningsAsErrors>
|
||||||
|
</PropertyGroup>
|
||||||
|
<PropertyGroup>
|
||||||
|
<NoConfig>true</NoConfig>
|
||||||
|
<NoStdLib>true</NoStdLib>
|
||||||
|
<AddAdditionalExplicitAssemblyReferences>false</AddAdditionalExplicitAssemblyReferences>
|
||||||
|
<ImplicitlyExpandNETStandardFacades>false</ImplicitlyExpandNETStandardFacades>
|
||||||
|
<ImplicitlyExpandDesignTimeFacades>false</ImplicitlyExpandDesignTimeFacades>
|
||||||
|
</PropertyGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
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|
||||||
|
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|
||||||
|
<None Include="Library\PackageCache\com.unity.collab-proxy@50ac96531b63\Lib\Editor\Localization\semantic.es.txt" />
|
||||||
|
<None Include="Library\PackageCache\com.unity.collab-proxy@50ac96531b63\Lib\Editor\Localization\basecommands.en.txt" />
|
||||||
|
<None Include="Library\PackageCache\com.unity.collab-proxy@50ac96531b63\Lib\Editor\Localization\binmergetool.zh-Hant.txt" />
|
||||||
|
<None Include="Library\PackageCache\com.unity.collab-proxy@50ac96531b63\Lib\Editor\Localization\commontypes.ko.txt" />
|
||||||
|
<None Include="Library\PackageCache\com.unity.collab-proxy@50ac96531b63\Lib\Editor\Localization\guihelp.en.txt" />
|
||||||
|
<None Include="Library\PackageCache\com.unity.collab-proxy@50ac96531b63\Lib\Editor\Localization\workspaceserver.zh-Hans.txt" />
|
||||||
|
<None Include="Library\PackageCache\com.unity.collab-proxy@50ac96531b63\Lib\Editor\Localization\i3.zh-Hans.txt" />
|
||||||
|
<None Include="Library\PackageCache\com.unity.collab-proxy@50ac96531b63\Lib\Editor\Localization\commontypes.zh-Hans.txt" />
|
||||||
|
<None Include="Library\PackageCache\com.unity.collab-proxy@50ac96531b63\Lib\Editor\Localization\xdiff.en.txt" />
|
||||||
|
<None Include="Library\PackageCache\com.unity.collab-proxy@50ac96531b63\Lib\Editor\Localization\i3.ja.txt" />
|
||||||
|
<None Include="Library\PackageCache\com.unity.collab-proxy@50ac96531b63\Lib\Editor\Localization\differences.ko.txt" />
|
||||||
|
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|
||||||
|
<None Include="Library\PackageCache\com.unity.collab-proxy@50ac96531b63\Lib\Editor\Localization\images.ko.txt" />
|
||||||
|
<None Include="Library\PackageCache\com.unity.collab-proxy@50ac96531b63\Lib\Editor\Localization\basecommands.zh-Hant.txt" />
|
||||||
|
<None Include="Library\PackageCache\com.unity.collab-proxy@50ac96531b63\Lib\Editor\Localization\xdiff.zh-Hans.txt" />
|
||||||
|
<None Include="Library\PackageCache\com.unity.collab-proxy@50ac96531b63\Lib\Editor\Localization\mergetool.es.txt" />
|
||||||
|
<None Include="Library\PackageCache\com.unity.collab-proxy@50ac96531b63\Lib\Editor\Localization\i3.es.txt" />
|
||||||
|
<None Include="Library\PackageCache\com.unity.collab-proxy@50ac96531b63\Lib\Editor\Localization\guihelp.zh-Hant.txt" />
|
||||||
|
<None Include="Library\PackageCache\com.unity.collab-proxy@50ac96531b63\Lib\Editor\Localization\basecommands.ja.txt" />
|
||||||
|
<None Include="Library\PackageCache\com.unity.collab-proxy@50ac96531b63\Lib\Editor\Localization\plastic-gui.es.txt" />
|
||||||
|
<None Include="Library\PackageCache\com.unity.collab-proxy@50ac96531b63\Lib\Editor\Localization\cm.ko.txt" />
|
||||||
|
<None Include="Library\PackageCache\com.unity.collab-proxy@50ac96531b63\Lib\Editor\Localization\cm-help.es.txt" />
|
||||||
|
<None Include="Library\PackageCache\com.unity.collab-proxy@50ac96531b63\Lib\Editor\Localization\mergetool.en.txt" />
|
||||||
|
<None Include="Library\PackageCache\com.unity.collab-proxy@50ac96531b63\Lib\Editor\Localization\guihelp.ja.txt" />
|
||||||
|
<None Include="Library\PackageCache\com.unity.collab-proxy@50ac96531b63\Lib\Editor\Localization\configurehelper.zh-Hant.txt" />
|
||||||
|
<None Include="Library\PackageCache\com.unity.collab-proxy@50ac96531b63\Lib\Editor\Localization\binmergetool.es.txt" />
|
||||||
|
<None Include="Library\PackageCache\com.unity.collab-proxy@50ac96531b63\Lib\Editor\Localization\cm.es.txt" />
|
||||||
|
<None Include="Library\PackageCache\com.unity.collab-proxy@50ac96531b63\Lib\Editor\Localization\basecommands.zh-Hans.txt" />
|
||||||
|
<None Include="Library\PackageCache\com.unity.collab-proxy@50ac96531b63\Lib\Editor\Localization\images.es.txt" />
|
||||||
|
<None Include="Library\PackageCache\com.unity.collab-proxy@50ac96531b63\Lib\Editor\Localization\guihelp.zh-Hans.txt" />
|
||||||
|
<None Include="Library\PackageCache\com.unity.collab-proxy@50ac96531b63\Lib\Editor\Localization\mergetool.ja.txt" />
|
||||||
|
<None Include="Library\PackageCache\com.unity.collab-proxy@50ac96531b63\Lib\Editor\Localization\clientcommon.zh-Hant.txt" />
|
||||||
|
<None Include="Library\PackageCache\com.unity.collab-proxy@50ac96531b63\Lib\Editor\Localization\xdiff.ko.txt" />
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||||||
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<None Include="Library\PackageCache\com.unity.collab-proxy@50ac96531b63\Lib\Editor\Localization\i3.zh-Hant.txt" />
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||||||
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<None Include="Library\PackageCache\com.unity.collab-proxy@50ac96531b63\Lib\Editor\Localization\workspaceserver.ja.txt" />
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|
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|
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|
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|
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|
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|
||||||
|
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|
||||||
|
<None Include="Library\PackageCache\com.unity.collab-proxy@50ac96531b63\Lib\Editor\Localization\binmergetool.zh-Hans.txt" />
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||||||
|
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|
||||||
|
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|
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|
<None Include="Library\PackageCache\com.unity.collab-proxy@50ac96531b63\Lib\Editor\Localization\cm-help.ja.txt" />
|
||||||
|
<None Include="Library\PackageCache\com.unity.collab-proxy@50ac96531b63\Lib\Editor\Localization\cm-help.zh-Hant.txt" />
|
||||||
|
<None Include="Library\PackageCache\com.unity.collab-proxy@50ac96531b63\Lib\Editor\Localization\images.zh-Hant.txt" />
|
||||||
|
<None Include="Library\PackageCache\com.unity.collab-proxy@50ac96531b63\Lib\Editor\Localization\i3.ko.txt" />
|
||||||
|
<None Include="Library\PackageCache\com.unity.collab-proxy@50ac96531b63\Lib\Editor\Localization\commontypes.es.txt" />
|
||||||
|
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|
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|
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|
||||||
|
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|
||||||
|
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|
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|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
<None Include="Library\PackageCache\com.unity.collab-proxy@50ac96531b63\Lib\Editor\Localization\mergetool.zh-Hans.txt" />
|
||||||
|
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|
||||||
|
<None Include="Library\PackageCache\com.unity.collab-proxy@50ac96531b63\Lib\Editor\Localization\configurehelper.en.txt" />
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
<None Include="Library\PackageCache\com.unity.collab-proxy@50ac96531b63\Lib\Editor\Localization\i3.en.txt" />
|
||||||
|
<None Include="Library\PackageCache\com.unity.collab-proxy@50ac96531b63\Lib\Editor\Localization\images.en.txt" />
|
||||||
|
<None Include="Library\PackageCache\com.unity.collab-proxy@50ac96531b63\Lib\Editor\Localization\semantic.en.txt" />
|
||||||
|
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|
||||||
|
<None Include="Library\PackageCache\com.unity.collab-proxy@50ac96531b63\Lib\Editor\Localization\xdiff.ja.txt" />
|
||||||
|
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|
||||||
|
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|
||||||
|
<None Include="Library\PackageCache\com.unity.collab-proxy@50ac96531b63\Lib\Editor\Localization\clientcommon.es.txt" />
|
||||||
|
<None Include="Library\PackageCache\com.unity.collab-proxy@50ac96531b63\Lib\Editor\Localization\guihelp.es.txt" />
|
||||||
|
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|
||||||
|
<None Include="Library\PackageCache\com.unity.collab-proxy@50ac96531b63\Lib\Editor\Localization\clientcommon.ko.txt" />
|
||||||
|
<None Include="Library\PackageCache\com.unity.collab-proxy@50ac96531b63\Lib\Editor\Localization\cm.en.txt" />
|
||||||
|
<None Include="Library\PackageCache\com.unity.collab-proxy@50ac96531b63\Lib\Editor\Localization\semantic.ko.txt" />
|
||||||
|
<None Include="Library\PackageCache\com.unity.collab-proxy@50ac96531b63\Lib\Editor\Localization\configurehelper.ko.txt" />
|
||||||
|
<None Include="Library\PackageCache\com.unity.collab-proxy@50ac96531b63\Lib\Editor\Localization\cm.ja.txt" />
|
||||||
|
<None Include="Library\PackageCache\com.unity.collab-proxy@50ac96531b63\Lib\Editor\Localization\cm-help.en.txt" />
|
||||||
|
<None Include="Library\PackageCache\com.unity.collab-proxy@50ac96531b63\Lib\Editor\Localization\workspaceserver.en.txt" />
|
||||||
|
<None Include="Library\PackageCache\com.unity.collab-proxy@50ac96531b63\Lib\Editor\Localization\cm-help.zh-Hans.txt" />
|
||||||
|
<None Include="Library\PackageCache\com.unity.collab-proxy@50ac96531b63\Lib\Editor\Localization\plastic-gui.zh-Hans.txt" />
|
||||||
|
<None Include="Library\PackageCache\com.unity.collab-proxy@50ac96531b63\Lib\Editor\Localization\commontypes.ja.txt" />
|
||||||
|
<None Include="Library\PackageCache\com.unity.collab-proxy@50ac96531b63\Lib\Editor\Localization\xdiff.zh-Hant.txt" />
|
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|
||||||
|
</value>
|
||||||
|
</option>
|
||||||
|
</inspection_tool>
|
||||||
|
<inspection_tool class="PyPep8Inspection" enabled="true" level="WEAK WARNING" enabled_by_default="true">
|
||||||
|
<option name="ignoredErrors">
|
||||||
|
<list>
|
||||||
|
<option value="E501" />
|
||||||
|
</list>
|
||||||
|
</option>
|
||||||
|
</inspection_tool>
|
||||||
|
<inspection_tool class="PyStatementEffectInspection" enabled="false" level="WARNING" enabled_by_default="false" />
|
||||||
|
<inspection_tool class="PyUnresolvedReferencesInspection" enabled="true" level="WARNING" enabled_by_default="true">
|
||||||
|
<option name="ignoredIdentifiers">
|
||||||
|
<list>
|
||||||
|
<option value="tuple.append" />
|
||||||
|
<option value="str.get_width" />
|
||||||
|
<option value="rental.return_date" />
|
||||||
|
</list>
|
||||||
|
</option>
|
||||||
|
</inspection_tool>
|
||||||
|
</profile>
|
||||||
|
</component>
|
||||||
Generated
+4
@@ -0,0 +1,4 @@
|
|||||||
|
<?xml version="1.0" encoding="UTF-8"?>
|
||||||
|
<project version="4">
|
||||||
|
<component name="VcsDirectoryMappings" defaultProject="true" />
|
||||||
|
</project>
|
||||||
@@ -0,0 +1,61 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class Bullet : MonoBehaviour
|
||||||
|
{
|
||||||
|
public float speed = 5f;
|
||||||
|
private int damage = 1;
|
||||||
|
private Transform target;
|
||||||
|
public GameObject shatterEffectPrefab;
|
||||||
|
private Vector2 lastKnownDirection;
|
||||||
|
private bool hasTarget = true; // Track if bullet has an active target
|
||||||
|
|
||||||
|
public void SetTarget(GameObject enemy)
|
||||||
|
{
|
||||||
|
if (enemy != null)
|
||||||
|
{
|
||||||
|
target = enemy.transform;
|
||||||
|
lastKnownDirection = (target.position - transform.position).normalized; // Store initial direction
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SetDamage(int newDamage)
|
||||||
|
{
|
||||||
|
damage = newDamage;
|
||||||
|
}
|
||||||
|
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
if (hasTarget && target != null)
|
||||||
|
{
|
||||||
|
lastKnownDirection = (target.position - transform.position).normalized; // Keep updating direction
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
hasTarget = false; // The target is gone, continue in last direction
|
||||||
|
}
|
||||||
|
|
||||||
|
// Move bullet in the last known direction
|
||||||
|
transform.position += (Vector3)lastKnownDirection * speed * Time.deltaTime;
|
||||||
|
|
||||||
|
// Destroy bullet after 5 seconds to prevent infinite movement
|
||||||
|
Destroy(gameObject, 5f);
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnTriggerEnter2D(Collider2D other)
|
||||||
|
{
|
||||||
|
if (other.CompareTag("Enemy"))
|
||||||
|
{
|
||||||
|
other.GetComponent<EnemyHealth>().TakeDamage(damage);
|
||||||
|
ShatterEffect();
|
||||||
|
Destroy(gameObject);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void ShatterEffect()
|
||||||
|
{
|
||||||
|
if (shatterEffectPrefab != null)
|
||||||
|
{
|
||||||
|
Instantiate(shatterEffectPrefab, transform.position, Quaternion.identity);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: bc2f4c13183a4fe4aa62f7a8d5d0ee0c
|
||||||
@@ -0,0 +1,32 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class Enemy : MonoBehaviour
|
||||||
|
{
|
||||||
|
public float speed = 1.5f;
|
||||||
|
private Transform tower;
|
||||||
|
private EnemyHealth enemyHealth;
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
GameObject towerObject = GameObject.FindGameObjectWithTag("Tower");
|
||||||
|
|
||||||
|
if (towerObject != null)
|
||||||
|
{
|
||||||
|
tower = towerObject.transform;
|
||||||
|
}
|
||||||
|
enemyHealth = GetComponent<EnemyHealth>();
|
||||||
|
}
|
||||||
|
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
if (tower == null || enemyHealth == null) return;
|
||||||
|
transform.position = Vector2.MoveTowards(transform.position, tower.position, speed * Time.deltaTime);
|
||||||
|
if (Vector2.Distance(transform.position, tower.position) < 0.5f)
|
||||||
|
{
|
||||||
|
int damageDealt = enemyHealth.GetCurrentHealth();
|
||||||
|
tower.GetComponent<TowerHealth>().TakeDamage(damageDealt);
|
||||||
|
enemyHealth.NotifySpawner();
|
||||||
|
Destroy(gameObject);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 6c389f0cb0e33bc4ca63795950c6d7e5
|
||||||
@@ -0,0 +1,55 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class EnemyHealth : MonoBehaviour
|
||||||
|
{
|
||||||
|
public int health = 1;
|
||||||
|
public GameObject shatterEffectPrefab;
|
||||||
|
public EnemySpawner spawner;
|
||||||
|
|
||||||
|
public void TakeDamage(int damage)
|
||||||
|
{
|
||||||
|
health -= damage;
|
||||||
|
if (health <= 0)
|
||||||
|
{
|
||||||
|
NotifySpawner();
|
||||||
|
ShatterEffect();
|
||||||
|
NotifyUpgradeManager();
|
||||||
|
Destroy(gameObject);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public int GetCurrentHealth()
|
||||||
|
{
|
||||||
|
return health;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SetHealth(int newHealth)
|
||||||
|
{
|
||||||
|
health = newHealth;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void NotifySpawner()
|
||||||
|
{
|
||||||
|
if (spawner != null)
|
||||||
|
{
|
||||||
|
spawner.EnemyDefeated();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void NotifyUpgradeManager()
|
||||||
|
{
|
||||||
|
UpgradeManager upgradeManager = FindObjectOfType<UpgradeManager>();
|
||||||
|
if (upgradeManager != null)
|
||||||
|
{
|
||||||
|
upgradeManager.EnemyKilled();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void ShatterEffect()
|
||||||
|
{
|
||||||
|
if (shatterEffectPrefab != null)
|
||||||
|
{
|
||||||
|
Instantiate(shatterEffectPrefab, transform.position, Quaternion.identity);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 01e7936326d532c439716d83853feb09
|
||||||
@@ -0,0 +1,108 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using UnityEngine;
|
||||||
|
using TMPro;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
|
||||||
|
public class EnemySpawner : MonoBehaviour
|
||||||
|
{
|
||||||
|
public GameObject enemyPrefab;
|
||||||
|
public Transform tower;
|
||||||
|
public TextMeshProUGUI waveText;
|
||||||
|
public Button startWaveButton;
|
||||||
|
public float spawnRadius = 10f;
|
||||||
|
private int currentWave = 1;
|
||||||
|
private bool isSpawning = false;
|
||||||
|
private int enemiesRemaining = 0;
|
||||||
|
private int baseEnemyCount = 5;
|
||||||
|
private int enemyCountIncrease = 3;
|
||||||
|
private float enemySpeed = 1.5f;
|
||||||
|
private int enemyBaseHP = 1;
|
||||||
|
private float speedIncreaseRate = 0.2f;
|
||||||
|
private int hpIncreaseRate = 1;
|
||||||
|
private float maxEnemySpeed = 6f;
|
||||||
|
private int maxEnemyHP = 20;
|
||||||
|
|
||||||
|
public void StartWave()
|
||||||
|
{
|
||||||
|
if (!isSpawning)
|
||||||
|
{
|
||||||
|
currentWave++;
|
||||||
|
UpdateWaveText();
|
||||||
|
enemiesRemaining = baseEnemyCount + (currentWave) * enemyCountIncrease;
|
||||||
|
startWaveButton.gameObject.SetActive(false);
|
||||||
|
StartCoroutine(SpawnWave());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
IEnumerator SpawnWave()
|
||||||
|
{
|
||||||
|
isSpawning = true;
|
||||||
|
int enemiesToSpawn = baseEnemyCount + (currentWave) * enemyCountIncrease;
|
||||||
|
|
||||||
|
for (int i = 0; i < enemiesToSpawn; i++)
|
||||||
|
{
|
||||||
|
SpawnEnemy();
|
||||||
|
yield return new WaitForSeconds(1f);
|
||||||
|
}
|
||||||
|
|
||||||
|
isSpawning = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
void SpawnEnemy()
|
||||||
|
{
|
||||||
|
Vector2 spawnPos = GetRandomSpawnPosition();
|
||||||
|
GameObject newEnemy = Instantiate(enemyPrefab, spawnPos, Quaternion.identity);
|
||||||
|
|
||||||
|
Enemy enemyComponent = newEnemy.GetComponent<Enemy>();
|
||||||
|
if (enemyComponent != null)
|
||||||
|
{
|
||||||
|
// Lower speed scale to 0.1f
|
||||||
|
float waveSpeedBonus = currentWave * 0.1f;
|
||||||
|
enemyComponent.speed = Mathf.Min(maxEnemySpeed, enemySpeed + waveSpeedBonus);
|
||||||
|
}
|
||||||
|
|
||||||
|
EnemyHealth enemyHealth = newEnemy.GetComponent<EnemyHealth>();
|
||||||
|
if (enemyHealth != null)
|
||||||
|
{
|
||||||
|
// For HP: baseHP + wave * 0.3 (round it)
|
||||||
|
int scaledHP = enemyBaseHP + Mathf.RoundToInt(currentWave * 0.3f);
|
||||||
|
scaledHP = Mathf.Min(maxEnemyHP, scaledHP);
|
||||||
|
enemyHealth.SetHealth(scaledHP);
|
||||||
|
|
||||||
|
enemyHealth.spawner = this;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
Vector2 GetRandomSpawnPosition()
|
||||||
|
{
|
||||||
|
float angle = Random.Range(0, 360) * Mathf.Deg2Rad;
|
||||||
|
return (Vector2)tower.position + new Vector2(Mathf.Cos(angle), Mathf.Sin(angle)) * spawnRadius;
|
||||||
|
}
|
||||||
|
|
||||||
|
void UpdateWaveText()
|
||||||
|
{
|
||||||
|
if (waveText != null)
|
||||||
|
{
|
||||||
|
waveText.text = "Wave: " + currentWave;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void EnemyDefeated()
|
||||||
|
{
|
||||||
|
enemiesRemaining--;
|
||||||
|
if (enemiesRemaining <= 0)
|
||||||
|
{
|
||||||
|
startWaveButton.gameObject.SetActive(true);
|
||||||
|
|
||||||
|
// If wave is multiple of 5, show special upgrade choice
|
||||||
|
if (currentWave % 5 == 0)
|
||||||
|
{
|
||||||
|
UpgradeManager upgradeManager = FindObjectOfType<UpgradeManager>();
|
||||||
|
if (upgradeManager != null)
|
||||||
|
{
|
||||||
|
upgradeManager.ShowSpecialUpgradeChoice();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 26b80a73eb730cb4fb4e079d98235253
|
||||||
@@ -0,0 +1,17 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.SceneManagement;
|
||||||
|
|
||||||
|
public class MainMenu : MonoBehaviour
|
||||||
|
{
|
||||||
|
public void StartGame()
|
||||||
|
{
|
||||||
|
Debug.Log("Game Start!");
|
||||||
|
SceneManager.LoadScene("SampleScene");
|
||||||
|
}
|
||||||
|
|
||||||
|
public void QuitGame()
|
||||||
|
{
|
||||||
|
Debug.Log("Game Quit!");
|
||||||
|
Application.Quit();
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 04438cc05d1d0f643a51f117e8f28494
|
||||||
@@ -0,0 +1,25 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class SpecialChoiceCard : MonoBehaviour
|
||||||
|
{
|
||||||
|
public UpgradeManager upgradeManager;
|
||||||
|
|
||||||
|
void OnMouseDown()
|
||||||
|
{
|
||||||
|
// Identify which UpgradeType this card has
|
||||||
|
UpgradeCard card = GetComponent<UpgradeCard>();
|
||||||
|
if (card != null)
|
||||||
|
{
|
||||||
|
upgradeManager.UnlockSpecialUpgrade(card.upgradeType);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Destroy all other special cards
|
||||||
|
SpecialChoiceCard[] allChoices = FindObjectsOfType<SpecialChoiceCard>();
|
||||||
|
foreach (var choice in allChoices)
|
||||||
|
{
|
||||||
|
Destroy(choice.gameObject);
|
||||||
|
}
|
||||||
|
|
||||||
|
Time.timeScale = 1f; // Resume game
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 2d508f3bec6b44ffb7914c41f743fcdd
|
||||||
|
timeCreated: 1742472511
|
||||||
@@ -0,0 +1,63 @@
|
|||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class Tower : MonoBehaviour
|
||||||
|
{
|
||||||
|
public static Tower Instance;
|
||||||
|
public GameObject bulletPrefab;
|
||||||
|
public int damage = 1;
|
||||||
|
public float fireRate = 1f;
|
||||||
|
public float attackRange = 5f;
|
||||||
|
private float nextFireTime;
|
||||||
|
private GameObject currentTarget;
|
||||||
|
public int extraBullets = 0; // For "Shoot +1 bullet"
|
||||||
|
public bool homingEnabled = false;
|
||||||
|
public bool ricochetEnabled = false;
|
||||||
|
public bool pierceEnabled = false;
|
||||||
|
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
if (Time.time >= nextFireTime)
|
||||||
|
{
|
||||||
|
RetargetAndFire();
|
||||||
|
nextFireTime = Time.time + fireRate;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void RetargetAndFire()
|
||||||
|
{
|
||||||
|
currentTarget = GetNearestEnemy();
|
||||||
|
if (currentTarget != null)
|
||||||
|
{
|
||||||
|
FireAtTarget(currentTarget);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void FireAtTarget(GameObject target)
|
||||||
|
{
|
||||||
|
GameObject bullet = Instantiate(bulletPrefab, transform.position, Quaternion.identity);
|
||||||
|
bullet.GetComponent<Bullet>().SetDamage(damage);
|
||||||
|
bullet.GetComponent<Bullet>().SetTarget(target);
|
||||||
|
}
|
||||||
|
|
||||||
|
GameObject GetNearestEnemy()
|
||||||
|
{
|
||||||
|
float minDist = float.MaxValue;
|
||||||
|
GameObject nearestEnemy = null;
|
||||||
|
foreach (GameObject enemy in GameObject.FindGameObjectsWithTag("Enemy"))
|
||||||
|
{
|
||||||
|
float dist = Vector2.Distance(transform.position, enemy.transform.position);
|
||||||
|
if (dist < minDist && dist <= attackRange)
|
||||||
|
{
|
||||||
|
minDist = dist;
|
||||||
|
nearestEnemy = enemy;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return nearestEnemy;
|
||||||
|
}
|
||||||
|
public void OnEnemyDestroyed()
|
||||||
|
{
|
||||||
|
RetargetAndFire();
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 50b372157104f4b408854b557144ecd6
|
||||||
@@ -0,0 +1,71 @@
|
|||||||
|
using System.Collections; // Required for IEnumerator
|
||||||
|
using UnityEngine;
|
||||||
|
using TMPro;
|
||||||
|
|
||||||
|
public class TowerHealth : MonoBehaviour
|
||||||
|
{
|
||||||
|
public int maxHealth = 100;
|
||||||
|
private int currentHealth;
|
||||||
|
private SpriteRenderer spriteRenderer;
|
||||||
|
public GameObject floatingTextPrefab;
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
currentHealth = maxHealth;
|
||||||
|
spriteRenderer = GetComponent<SpriteRenderer>();
|
||||||
|
UpdateColor();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void TakeDamage(int damage)
|
||||||
|
{
|
||||||
|
currentHealth -= damage;
|
||||||
|
if (currentHealth < 0) currentHealth = 0;
|
||||||
|
ShowFloatingDamage(damage);
|
||||||
|
UpdateColor();
|
||||||
|
|
||||||
|
if (currentHealth <= 0)
|
||||||
|
{
|
||||||
|
Debug.Log("Tower Destroyed! Game Over.");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void UpdateColor()
|
||||||
|
{
|
||||||
|
float healthPercentage = (float)currentHealth / maxHealth;
|
||||||
|
spriteRenderer.color = Color.Lerp(Color.red, Color.green, healthPercentage);
|
||||||
|
}
|
||||||
|
|
||||||
|
void ShowFloatingDamage(int damage)
|
||||||
|
{
|
||||||
|
if (floatingTextPrefab != null)
|
||||||
|
{
|
||||||
|
GameObject damageTextInstance = Instantiate(
|
||||||
|
floatingTextPrefab,
|
||||||
|
transform.position + new Vector3(0, 1.5f, 0),
|
||||||
|
Quaternion.identity
|
||||||
|
);
|
||||||
|
TextMeshPro tmp = damageTextInstance.GetComponent<TextMeshPro>();
|
||||||
|
tmp.text = "-" + damage.ToString();
|
||||||
|
StartCoroutine(FadeAndMoveText(damageTextInstance));
|
||||||
|
Destroy(damageTextInstance, 1.5f);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
IEnumerator FadeAndMoveText(GameObject textObj)
|
||||||
|
{
|
||||||
|
float duration = 1f;
|
||||||
|
float elapsed = 0f;
|
||||||
|
Vector3 startPos = textObj.transform.position;
|
||||||
|
Vector3 targetPos = startPos + new Vector3(0, 1f, 0); // Move up
|
||||||
|
TextMeshPro tmp = textObj.GetComponent<TextMeshPro>();
|
||||||
|
Color startColor = tmp.color;
|
||||||
|
while (elapsed < duration)
|
||||||
|
{
|
||||||
|
elapsed += Time.deltaTime;
|
||||||
|
float t = elapsed / duration;
|
||||||
|
textObj.transform.position = Vector3.Lerp(startPos, targetPos, t);
|
||||||
|
tmp.color = new Color(startColor.r, startColor.g, startColor.b, 1 - t);
|
||||||
|
yield return null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 50fa3b33053ba8c45ba59e06db0e2c5f
|
||||||
@@ -0,0 +1,70 @@
|
|||||||
|
using TMPro;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class UpgradeCard : MonoBehaviour
|
||||||
|
{
|
||||||
|
public enum UpgradeType
|
||||||
|
{
|
||||||
|
FireRate = 0,
|
||||||
|
Range = 1,
|
||||||
|
Damage = 2,
|
||||||
|
MultiShot= 3,
|
||||||
|
Homing = 4,
|
||||||
|
Ricochet = 5,
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
public UpgradeType upgradeType;
|
||||||
|
public int upgradeLevel = 1;
|
||||||
|
public int upgradeCost;
|
||||||
|
public UpgradeManager upgradeManager;
|
||||||
|
public TextMeshProUGUI upgradeText;
|
||||||
|
public TextMeshProUGUI upgradeDescription;
|
||||||
|
public TextMeshProUGUI upgradeCostText;
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
// If not assigned in Inspector, try to find them by name
|
||||||
|
if (upgradeText == null)
|
||||||
|
upgradeText = transform.Find("Canvas/UpgradeText").GetComponent<TextMeshProUGUI>();
|
||||||
|
if (upgradeDescription == null)
|
||||||
|
upgradeDescription = transform.Find("Canvas/UpgradeDescription").GetComponent<TextMeshProUGUI>();
|
||||||
|
if (upgradeCostText == null)
|
||||||
|
upgradeCostText = transform.Find("Canvas/UpgradeCost").GetComponent<TextMeshProUGUI>();
|
||||||
|
|
||||||
|
// Update all UI fields
|
||||||
|
UpdateUpgradeUI();
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnMouseDown()
|
||||||
|
{
|
||||||
|
// When clicked, attempt to buy/upgrade
|
||||||
|
upgradeManager.TryUpgrade(upgradeType);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void UpdateUpgradeUI()
|
||||||
|
{
|
||||||
|
if (upgradeText != null)
|
||||||
|
{
|
||||||
|
string roman = ConvertToRoman(upgradeLevel);
|
||||||
|
upgradeText.text = $"{upgradeType} {roman}";
|
||||||
|
}
|
||||||
|
|
||||||
|
// 2) Description is presumably already set in the prefab,
|
||||||
|
// but if you want to set it dynamically, you can do so here.
|
||||||
|
// e.g.: upgradeDescription.text = "This does X, Y, Z..."
|
||||||
|
|
||||||
|
// 3) Cost text, e.g. "Cost: 5 Bits"
|
||||||
|
if (upgradeCostText != null)
|
||||||
|
{
|
||||||
|
upgradeCostText.text = $"Cost: {upgradeCost} Bits";
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
string ConvertToRoman(int number)
|
||||||
|
{
|
||||||
|
string[] numerals = { "I", "II", "III", "IV", "V", "VI", "VII", "VIII", "IX", "X" };
|
||||||
|
return number > 10 ? number.ToString() : numerals[number - 1];
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 821918f62c41f564fa08120e9bb6db3a
|
||||||
@@ -0,0 +1,240 @@
|
|||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using TMPro;
|
||||||
|
|
||||||
|
public class UpgradeManager : MonoBehaviour
|
||||||
|
{
|
||||||
|
public GameObject[] normalUpgradePrefabs; // FireRate, Range, Damage
|
||||||
|
public GameObject[] specialUpgradePrefabs; // MultiShot, Homing, Ricochet, etc.
|
||||||
|
|
||||||
|
[HideInInspector] public List<UpgradeCard.UpgradeType> unlockedUpgrades = new List<UpgradeCard.UpgradeType>();
|
||||||
|
// Stores which special upgrades have been permanently unlocked.
|
||||||
|
|
||||||
|
// UI placeholder to spawn the 3 choices
|
||||||
|
public Transform specialUpgradeSpawnParent; // A center-of-screen parent or coordinates
|
||||||
|
public float specialUpgradeSpacing = 2f;
|
||||||
|
|
||||||
|
public Tower tower;
|
||||||
|
private Dictionary<UpgradeCard.UpgradeType, int> upgradeLevels = new Dictionary<UpgradeCard.UpgradeType, int>();
|
||||||
|
private Dictionary<UpgradeCard.UpgradeType, int> upgradeCosts = new Dictionary<UpgradeCard.UpgradeType, int>();
|
||||||
|
public int bits = 5;
|
||||||
|
public TextMeshProUGUI bitsText;
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
InitializeUpgrades();
|
||||||
|
UpdateBitsText();
|
||||||
|
Debug.Log($"specialUpgradePrefabs length: {specialUpgradePrefabs.Length}");
|
||||||
|
}
|
||||||
|
|
||||||
|
public void EnemyKilled()
|
||||||
|
{
|
||||||
|
bits++;
|
||||||
|
UpdateBitsText();
|
||||||
|
}
|
||||||
|
|
||||||
|
void InitializeUpgrades()
|
||||||
|
{
|
||||||
|
float spacing = 2.5f;
|
||||||
|
float startX = -((normalUpgradePrefabs.Length - 1) * spacing / 2f);
|
||||||
|
foreach (UpgradeCard.UpgradeType type in System.Enum.GetValues(typeof(UpgradeCard.UpgradeType)))
|
||||||
|
{
|
||||||
|
if (!upgradeLevels.ContainsKey(type))
|
||||||
|
upgradeLevels[type] = 0;
|
||||||
|
if (!upgradeCosts.ContainsKey(type))
|
||||||
|
upgradeCosts[type] = GetBaseCost(type);
|
||||||
|
}
|
||||||
|
|
||||||
|
for (int i = 0; i < normalUpgradePrefabs.Length; i++)
|
||||||
|
{
|
||||||
|
UpgradeCard.UpgradeType upgradeType = (UpgradeCard.UpgradeType)i;
|
||||||
|
SpawnUpgradeCard(upgradeType, startX + (i * spacing));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void SpawnUpgradeCard(UpgradeCard.UpgradeType upgradeType, float xPos)
|
||||||
|
{
|
||||||
|
Vector3 spawnPosition = new Vector3(xPos, -4f, 0);
|
||||||
|
|
||||||
|
// Ensure dictionaries have entries for this type
|
||||||
|
if (!upgradeLevels.ContainsKey(upgradeType))
|
||||||
|
upgradeLevels[upgradeType] = 0;
|
||||||
|
if (!upgradeCosts.ContainsKey(upgradeType))
|
||||||
|
upgradeCosts[upgradeType] = GetBaseCost(upgradeType);
|
||||||
|
|
||||||
|
// Determine this upgrade's current level
|
||||||
|
int currentLevel = upgradeLevels[upgradeType] + 1;
|
||||||
|
|
||||||
|
// 1) Choose which prefab array to use
|
||||||
|
GameObject prefab;
|
||||||
|
if ((int)upgradeType < normalUpgradePrefabs.Length)
|
||||||
|
{
|
||||||
|
// It's one of FireRate=0, Range=1, Damage=2
|
||||||
|
prefab = normalUpgradePrefabs[(int)upgradeType];
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// It's a special upgrade, e.g. MultiShot, Homing, Ricochet
|
||||||
|
int specialIndex = (int)upgradeType - normalUpgradePrefabs.Length;
|
||||||
|
// e.g. MultiShot=3 => specialIndex=0
|
||||||
|
// Homing=4 => specialIndex=1, etc.
|
||||||
|
prefab = specialUpgradePrefabs[specialIndex];
|
||||||
|
}
|
||||||
|
|
||||||
|
// 2) Instantiate the correct prefab
|
||||||
|
GameObject upgradeCardObj = Instantiate(prefab, spawnPosition, Quaternion.identity);
|
||||||
|
|
||||||
|
// 3) Set up the UpgradeCard component
|
||||||
|
UpgradeCard upgradeCard = upgradeCardObj.GetComponentInChildren<UpgradeCard>();
|
||||||
|
if (upgradeCard != null)
|
||||||
|
{
|
||||||
|
upgradeCard.upgradeType = upgradeType;
|
||||||
|
upgradeCard.upgradeLevel = currentLevel;
|
||||||
|
upgradeCard.upgradeCost = upgradeCosts[upgradeType];
|
||||||
|
upgradeCard.upgradeManager = this;
|
||||||
|
upgradeCard.upgradeText = upgradeCardObj.GetComponentInChildren<TextMeshProUGUI>(true);
|
||||||
|
upgradeCard.UpdateUpgradeUI();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public int GetBaseCost(UpgradeCard.UpgradeType type)
|
||||||
|
{
|
||||||
|
switch (type)
|
||||||
|
{
|
||||||
|
case UpgradeCard.UpgradeType.FireRate: return 3;
|
||||||
|
case UpgradeCard.UpgradeType.Range: return 2;
|
||||||
|
case UpgradeCard.UpgradeType.Damage: return 5;
|
||||||
|
default: return 1;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void TryUpgrade(UpgradeCard.UpgradeType type)
|
||||||
|
{
|
||||||
|
if (bits >= upgradeCosts[type])
|
||||||
|
{
|
||||||
|
bits -= upgradeCosts[type];
|
||||||
|
upgradeLevels[type]++;
|
||||||
|
upgradeCosts[type] += (int)(upgradeCosts[type] * 0.5f);
|
||||||
|
ApplyUpgrade(type);
|
||||||
|
UpdateBitsText();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void ApplyUpgrade(UpgradeCard.UpgradeType type)
|
||||||
|
{
|
||||||
|
switch (type)
|
||||||
|
{
|
||||||
|
case UpgradeCard.UpgradeType.FireRate:
|
||||||
|
tower.fireRate *= 0.9f;
|
||||||
|
break;
|
||||||
|
case UpgradeCard.UpgradeType.Range:
|
||||||
|
tower.attackRange += 2.5f;
|
||||||
|
break;
|
||||||
|
case UpgradeCard.UpgradeType.Damage:
|
||||||
|
tower.damage += 1;
|
||||||
|
break;
|
||||||
|
case UpgradeCard.UpgradeType.Ricochet:
|
||||||
|
tower.ricochetEnabled = true;
|
||||||
|
break;
|
||||||
|
case UpgradeCard.UpgradeType.Homing:
|
||||||
|
tower.homingEnabled = true;
|
||||||
|
break;
|
||||||
|
case UpgradeCard.UpgradeType.MultiShot:
|
||||||
|
tower.extraBullets += 1;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
UpdateUpgradeCards();
|
||||||
|
}
|
||||||
|
|
||||||
|
void UpdateUpgradeCards()
|
||||||
|
{
|
||||||
|
UpgradeCard[] allCards = FindObjectsOfType<UpgradeCard>();
|
||||||
|
foreach (UpgradeCard card in allCards)
|
||||||
|
{
|
||||||
|
card.upgradeLevel = upgradeLevels[card.upgradeType] + 1;
|
||||||
|
card.upgradeCost = upgradeCosts[card.upgradeType];
|
||||||
|
card.UpdateUpgradeUI();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void UpdateBitsText()
|
||||||
|
{
|
||||||
|
if (bitsText != null)
|
||||||
|
{
|
||||||
|
bitsText.text = "Bits: " + bits;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void ShowSpecialUpgradeChoice()
|
||||||
|
{
|
||||||
|
Debug.Log(specialUpgradeSpawnParent.name);
|
||||||
|
Debug.Log("Showing Upgrades...");
|
||||||
|
List<GameObject> available = new List<GameObject>(specialUpgradePrefabs);
|
||||||
|
|
||||||
|
// Shuffle the list to randomize order (Fisher-Yates)
|
||||||
|
for (int i = 0; i < available.Count; i++)
|
||||||
|
{
|
||||||
|
int rand = Random.Range(i, available.Count);
|
||||||
|
var temp = available[i];
|
||||||
|
available[i] = available[rand];
|
||||||
|
available[rand] = temp;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Determine how many upgrades we can actually show
|
||||||
|
int numToShow = Mathf.Min(3, available.Count);
|
||||||
|
|
||||||
|
// If there are no upgrades left, resume game and return
|
||||||
|
if (numToShow == 0)
|
||||||
|
{
|
||||||
|
Debug.Log("No special upgrades available!");
|
||||||
|
Time.timeScale = 1f;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Instantiate the first 'numToShow' from the shuffled list
|
||||||
|
float startX = -specialUpgradeSpacing;
|
||||||
|
for (int i = 0; i < numToShow; i++)
|
||||||
|
{
|
||||||
|
float xPos = startX + i * specialUpgradeSpacing;
|
||||||
|
Vector3 spawnPos = specialUpgradeSpawnParent.position + new Vector3(xPos, 0, 0);
|
||||||
|
|
||||||
|
GameObject specialCardObj =
|
||||||
|
Instantiate(available[i], spawnPos, Quaternion.identity, specialUpgradeSpawnParent);
|
||||||
|
Debug.Log("Spawned special card: " + specialCardObj, specialCardObj);
|
||||||
|
// Add your click-to-choose script
|
||||||
|
SpecialChoiceCard choiceCard = specialCardObj.AddComponent<SpecialChoiceCard>();
|
||||||
|
choiceCard.upgradeManager = this;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void UnlockSpecialUpgrade(UpgradeCard.UpgradeType type)
|
||||||
|
{
|
||||||
|
Debug.Log("Card chosen! Applying upgrade...");
|
||||||
|
// 1) Add this special upgrade type to the dictionary if not present
|
||||||
|
if (!upgradeLevels.ContainsKey(type))
|
||||||
|
{
|
||||||
|
upgradeLevels[type] = 0;
|
||||||
|
upgradeCosts[type] = GetBaseCost(type);
|
||||||
|
}
|
||||||
|
|
||||||
|
// 2) Add to the “unlockedUpgrades” list if you want to track them
|
||||||
|
if (!unlockedUpgrades.Contains(type))
|
||||||
|
unlockedUpgrades.Add(type);
|
||||||
|
|
||||||
|
// 3) Instantiate it at the bottom row with the other upgrades
|
||||||
|
float newXPos = CalculateNextUpgradeXPos(); // A method to place new card to the right
|
||||||
|
SpawnUpgradeCard(type, newXPos);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Example method to find a new X position for the newly unlocked card
|
||||||
|
float CalculateNextUpgradeXPos()
|
||||||
|
{
|
||||||
|
// If you originally placed normal upgrades from -X to +X,
|
||||||
|
// find how many total upgrades are unlocked, and space them out.
|
||||||
|
// For simplicity:
|
||||||
|
int totalUnlocked = FindObjectsOfType<UpgradeCard>().Length;
|
||||||
|
float spacing = 2.5f;
|
||||||
|
return -((totalUnlocked - 1) * spacing / 2f) + (totalUnlocked - 1) * spacing;
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 57719a5f7440e814890b2e4abbaca663
|
||||||
@@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 0220aab0833d04faeb927d84ca6cc40c
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
File diff suppressed because one or more lines are too long
@@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: d03ed43fc9d8a4f2e9fa70c1c7916eb9
|
||||||
|
NativeFormatImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
mainObjectFileID: 11400000
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -0,0 +1,69 @@
|
|||||||
|
%YAML 1.1
|
||||||
|
%TAG !u! tag:unity3d.com,2011:
|
||||||
|
--- !u!114 &11400000
|
||||||
|
MonoBehaviour:
|
||||||
|
m_ObjectHideFlags: 0
|
||||||
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Copyright (c) 2011, Vernon Adams (vern@newtypography.co.uk),
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||||||
|
with Reserved Font Name Anton.
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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:
|
||||||
|
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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with Reserved Font Name Bangers.
|
||||||
|
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|
||||||
|
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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,
|
||||||
|
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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|
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|
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|
|||||||
|
|
||||||
|
Apache License
|
||||||
|
Version 2.0, January 2004
|
||||||
|
http://www.apache.org/licenses/
|
||||||
|
|
||||||
|
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
|
||||||
|
|
||||||
|
1. Definitions.
|
||||||
|
|
||||||
|
"License" shall mean the terms and conditions for use, reproduction,
|
||||||
|
and distribution as defined by Sections 1 through 9 of this document.
|
||||||
|
|
||||||
|
"Licensor" shall mean the copyright owner or entity authorized by
|
||||||
|
the copyright owner that is granting the License.
|
||||||
|
|
||||||
|
"Legal Entity" shall mean the union of the acting entity and all
|
||||||
|
other entities that control, are controlled by, or are under common
|
||||||
|
control with that entity. For the purposes of this definition,
|
||||||
|
"control" means (i) the power, direct or indirect, to cause the
|
||||||
|
direction or management of such entity, whether by contract or
|
||||||
|
otherwise, or (ii) ownership of fifty percent (50%) or more of the
|
||||||
|
outstanding shares, or (iii) beneficial ownership of such entity.
|
||||||
|
|
||||||
|
"You" (or "Your") shall mean an individual or Legal Entity
|
||||||
|
exercising permissions granted by this License.
|
||||||
|
|
||||||
|
"Source" form shall mean the preferred form for making modifications,
|
||||||
|
including but not limited to software source code, documentation
|
||||||
|
source, and configuration files.
|
||||||
|
|
||||||
|
"Object" form shall mean any form resulting from mechanical
|
||||||
|
transformation or translation of a Source form, including but
|
||||||
|
not limited to compiled object code, generated documentation,
|
||||||
|
and conversions to other media types.
|
||||||
|
|
||||||
|
"Work" shall mean the work of authorship, whether in Source or
|
||||||
|
Object form, made available under the License, as indicated by a
|
||||||
|
copyright notice that is included in or attached to the work
|
||||||
|
(an example is provided in the Appendix below).
|
||||||
|
|
||||||
|
"Derivative Works" shall mean any work, whether in Source or Object
|
||||||
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form, that is based on (or derived from) the Work and for which the
|
||||||
|
editorial revisions, annotations, elaborations, or other modifications
|
||||||
|
represent, as a whole, an original work of authorship. For the purposes
|
||||||
|
of this License, Derivative Works shall not include works that remain
|
||||||
|
separable from, or merely link (or bind by name) to the interfaces of,
|
||||||
|
the Work and Derivative Works thereof.
|
||||||
|
|
||||||
|
"Contribution" shall mean any work of authorship, including
|
||||||
|
the original version of the Work and any modifications or additions
|
||||||
|
to that Work or Derivative Works thereof, that is intentionally
|
||||||
|
submitted to Licensor for inclusion in the Work by the copyright owner
|
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or by an individual or Legal Entity authorized to submit on behalf of
|
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the copyright owner. For the purposes of this definition, "submitted"
|
||||||
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means any form of electronic, verbal, or written communication sent
|
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|
to the Licensor or its representatives, including but not limited to
|
||||||
|
communication on electronic mailing lists, source code control systems,
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and issue tracking systems that are managed by, or on behalf of, the
|
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Licensor for the purpose of discussing and improving the Work, but
|
||||||
|
excluding communication that is conspicuously marked or otherwise
|
||||||
|
designated in writing by the copyright owner as "Not a Contribution."
|
||||||
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|
||||||
|
"Contributor" shall mean Licensor and any individual or Legal Entity
|
||||||
|
on behalf of whom a Contribution has been received by Licensor and
|
||||||
|
subsequently incorporated within the Work.
|
||||||
|
|
||||||
|
2. Grant of Copyright License. Subject to the terms and conditions of
|
||||||
|
this License, each Contributor hereby grants to You a perpetual,
|
||||||
|
worldwide, non-exclusive, no-charge, royalty-free, irrevocable
|
||||||
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copyright license to reproduce, prepare Derivative Works of,
|
||||||
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publicly display, publicly perform, sublicense, and distribute the
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||||||
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Work and such Derivative Works in Source or Object form.
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|
||||||
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3. Grant of Patent License. Subject to the terms and conditions of
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this License, each Contributor hereby grants to You a perpetual,
|
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worldwide, non-exclusive, no-charge, royalty-free, irrevocable
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(except as stated in this section) patent license to make, have made,
|
||||||
|
use, offer to sell, sell, import, and otherwise transfer the Work,
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where such license applies only to those patent claims licensable
|
||||||
|
by such Contributor that are necessarily infringed by their
|
||||||
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Contribution(s) alone or by combination of their Contribution(s)
|
||||||
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with the Work to which such Contribution(s) was submitted. If You
|
||||||
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institute patent litigation against any entity (including a
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or a Contribution incorporated within the Work constitutes direct
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||||||
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or contributory patent infringement, then any patent licenses
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granted to You under this License for that Work shall terminate
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as of the date such litigation is filed.
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|
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4. Redistribution. You may reproduce and distribute copies of the
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||||||
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meet the following conditions:
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|
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(a) You must give any other recipients of the Work or
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||||||
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Derivative Works a copy of this License; and
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|
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(b) You must cause any modified files to carry prominent notices
|
||||||
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stating that You changed the files; and
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|
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(c) You must retain, in the Source form of any Derivative Works
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||||||
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excluding those notices that do not pertain to any part of
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the Derivative Works; and
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|
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(d) If the Work includes a "NOTICE" text file as part of its
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distribution, then any Derivative Works that You distribute must
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pertain to any part of the Derivative Works, in at least one
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of the following places: within a NOTICE text file distributed
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||||||
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documentation, if provided along with the Derivative Works; or,
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within a display generated by the Derivative Works, if and
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||||||
|
wherever such third-party notices normally appear. The contents
|
||||||
|
of the NOTICE file are for informational purposes only and
|
||||||
|
do not modify the License. You may add Your own attribution
|
||||||
|
notices within Derivative Works that You distribute, alongside
|
||||||
|
or as an addendum to the NOTICE text from the Work, provided
|
||||||
|
that such additional attribution notices cannot be construed
|
||||||
|
as modifying the License.
|
||||||
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|
||||||
|
You may add Your own copyright statement to Your modifications and
|
||||||
|
may provide additional or different license terms and conditions
|
||||||
|
for use, reproduction, or distribution of Your modifications, or
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||||||
|
for any such Derivative Works as a whole, provided Your use,
|
||||||
|
reproduction, and distribution of the Work otherwise complies with
|
||||||
|
the conditions stated in this License.
|
||||||
|
|
||||||
|
5. Submission of Contributions. Unless You explicitly state otherwise,
|
||||||
|
any Contribution intentionally submitted for inclusion in the Work
|
||||||
|
by You to the Licensor shall be under the terms and conditions of
|
||||||
|
this License, without any additional terms or conditions.
|
||||||
|
Notwithstanding the above, nothing herein shall supersede or modify
|
||||||
|
the terms of any separate license agreement you may have executed
|
||||||
|
with Licensor regarding such Contributions.
|
||||||
|
|
||||||
|
6. Trademarks. This License does not grant permission to use the trade
|
||||||
|
names, trademarks, service marks, or product names of the Licensor,
|
||||||
|
except as required for reasonable and customary use in describing the
|
||||||
|
origin of the Work and reproducing the content of the NOTICE file.
|
||||||
|
|
||||||
|
7. Disclaimer of Warranty. Unless required by applicable law or
|
||||||
|
agreed to in writing, Licensor provides the Work (and each
|
||||||
|
Contributor provides its Contributions) on an "AS IS" BASIS,
|
||||||
|
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or
|
||||||
|
implied, including, without limitation, any warranties or conditions
|
||||||
|
of TITLE, NON-INFRINGEMENT, MERCHANTABILITY, or FITNESS FOR A
|
||||||
|
PARTICULAR PURPOSE. You are solely responsible for determining the
|
||||||
|
appropriateness of using or redistributing the Work and assume any
|
||||||
|
risks associated with Your exercise of permissions under this License.
|
||||||
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|
||||||
|
8. Limitation of Liability. In no event and under no legal theory,
|
||||||
|
whether in tort (including negligence), contract, or otherwise,
|
||||||
|
unless required by applicable law (such as deliberate and grossly
|
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|
negligent acts) or agreed to in writing, shall any Contributor be
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|
liable to You for damages, including any direct, indirect, special,
|
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incidental, or consequential damages of any character arising as a
|
||||||
|
result of this License or out of the use or inability to use the
|
||||||
|
Work (including but not limited to damages for loss of goodwill,
|
||||||
|
work stoppage, computer failure or malfunction, or any and all
|
||||||
|
other commercial damages or losses), even if such Contributor
|
||||||
|
has been advised of the possibility of such damages.
|
||||||
|
|
||||||
|
9. Accepting Warranty or Additional Liability. While redistributing
|
||||||
|
the Work or Derivative Works thereof, You may choose to offer,
|
||||||
|
and charge a fee for, acceptance of support, warranty, indemnity,
|
||||||
|
or other liability obligations and/or rights consistent with this
|
||||||
|
License. However, in accepting such obligations, You may act only
|
||||||
|
on Your own behalf and on Your sole responsibility, not on behalf
|
||||||
|
of any other Contributor, and only if You agree to indemnify,
|
||||||
|
defend, and hold each Contributor harmless for any liability
|
||||||
|
incurred by, or claims asserted against, such Contributor by reason
|
||||||
|
of your accepting any such warranty or additional liability.
|
||||||
|
|
||||||
|
END OF TERMS AND CONDITIONS
|
||||||
|
|
||||||
|
APPENDIX: How to apply the Apache License to your work.
|
||||||
|
|
||||||
|
To apply the Apache License to your work, attach the following
|
||||||
|
boilerplate notice, with the fields enclosed by brackets "[]"
|
||||||
|
replaced with your own identifying information. (Don't include
|
||||||
|
the brackets!) The text should be enclosed in the appropriate
|
||||||
|
comment syntax for the file format. We also recommend that a
|
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|
file or class name and description of purpose be included on the
|
||||||
|
same "printed page" as the copyright notice for easier
|
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|
identification within third-party archives.
|
||||||
|
|
||||||
|
Copyright [yyyy] [name of copyright owner]
|
||||||
|
|
||||||
|
Licensed under the Apache License, Version 2.0 (the "License");
|
||||||
|
you may not use this file except in compliance with the License.
|
||||||
|
You may obtain a copy of the License at
|
||||||
|
|
||||||
|
http://www.apache.org/licenses/LICENSE-2.0
|
||||||
|
|
||||||
|
Unless required by applicable law or agreed to in writing, software
|
||||||
|
distributed under the License is distributed on an "AS IS" BASIS,
|
||||||
|
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||||
|
See the License for the specific language governing permissions and
|
||||||
|
limitations under the License.
|
||||||
@@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
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|
||||||
|
timeCreated: 1484171296
|
||||||
|
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|
||||||
|
TextScriptImporter:
|
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|
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|
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|
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|
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|
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|
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