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|
|
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fileFormatVersion: 2
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guid: 8105016687592461f977c054a80ce2f2
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8
Assets/Scenes.meta
Normal file
8
Assets/Scenes.meta
Normal file
|
|
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fileFormatVersion: 2
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1948
Assets/Scenes/SampleScene.unity
Normal file
1948
Assets/Scenes/SampleScene.unity
Normal file
File diff suppressed because it is too large
Load Diff
7
Assets/Scenes/SampleScene.unity.meta
Normal file
7
Assets/Scenes/SampleScene.unity.meta
Normal file
|
|
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|
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fileFormatVersion: 2
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8
Assets/Scripts.meta
Normal file
8
Assets/Scripts.meta
Normal file
|
|
@ -0,0 +1,8 @@
|
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fileFormatVersion: 2
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guid: 7409704ec01e6594cb0dc2d95d6e79e4
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32
Assets/Scripts/Bullet.cs
Normal file
32
Assets/Scripts/Bullet.cs
Normal file
|
|
@ -0,0 +1,32 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Bullet : MonoBehaviour
|
||||
{
|
||||
public float speed = 8f;
|
||||
private Rigidbody bulletRigidbody;
|
||||
|
||||
void Start()
|
||||
{
|
||||
bulletRigidbody = GetComponent<Rigidbody>();
|
||||
bulletRigidbody.linearVelocity = transform.forward * speed;
|
||||
Destroy(gameObject, 3f);
|
||||
}
|
||||
|
||||
void OnTriggerEnter(Collider other)
|
||||
{
|
||||
if(other.tag == "Player")
|
||||
{
|
||||
PlayerController playerController = other.GetComponent<PlayerController>();
|
||||
if(playerController != null )
|
||||
{
|
||||
playerController.Die();
|
||||
}
|
||||
}
|
||||
}
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/Bullet.cs.meta
Normal file
2
Assets/Scripts/Bullet.cs.meta
Normal file
|
|
@ -0,0 +1,2 @@
|
|||
fileFormatVersion: 2
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guid: 5188e90162cbc414fb9afbdc6c23c730
|
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37
Assets/Scripts/BulletSpawner.cs
Normal file
37
Assets/Scripts/BulletSpawner.cs
Normal file
|
|
@ -0,0 +1,37 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class BulletSpawner : MonoBehaviour
|
||||
{
|
||||
public GameObject bulletPrefab;
|
||||
public float spawnRateMin = 0.5f;
|
||||
public float spawnRateMax = 0.3f;
|
||||
|
||||
private Transform target;
|
||||
private float spawnRate;
|
||||
private float timeAfterSpawn;
|
||||
|
||||
void Start()
|
||||
{
|
||||
timeAfterSpawn = 0f;
|
||||
spawnRate = Random.Range(spawnRateMin, spawnRateMax);
|
||||
target = FindFirstObjectByType<PlayerController>().transform;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
timeAfterSpawn += Time.deltaTime;
|
||||
|
||||
if (timeAfterSpawn >= spawnRate)
|
||||
{
|
||||
timeAfterSpawn = 0f;
|
||||
|
||||
GameObject bullet
|
||||
= Instantiate(bulletPrefab, transform.position, transform.rotation);
|
||||
bullet.transform.LookAt(target);
|
||||
|
||||
spawnRate = Random.Range(spawnRateMin, spawnRateMax);
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/BulletSpawner.cs.meta
Normal file
2
Assets/Scripts/BulletSpawner.cs.meta
Normal file
|
|
@ -0,0 +1,2 @@
|
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fileFormatVersion: 2
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guid: 1b3de4f72c23be949b182ee44e78b161
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69
Assets/Scripts/GameManager.cs
Normal file
69
Assets/Scripts/GameManager.cs
Normal file
|
|
@ -0,0 +1,69 @@
|
|||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
public class GameManager : MonoBehaviour
|
||||
{
|
||||
public GameObject gameoverText; // 게임오버 UI
|
||||
public Text timeText; // 생존 시간 UI
|
||||
public Text recordText; // 최고 기록 UI
|
||||
|
||||
private float surviveTime;
|
||||
private bool isGameover;
|
||||
|
||||
void Start()
|
||||
{
|
||||
surviveTime = 0f;
|
||||
isGameover = false;
|
||||
|
||||
gameoverText.SetActive(false);
|
||||
|
||||
float bestTime = PlayerPrefs.GetFloat("BestTime", 0f);
|
||||
recordText.text = "Best Time : " + (int)bestTime;
|
||||
|
||||
Time.timeScale = 1f;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (!isGameover)
|
||||
{
|
||||
surviveTime += Time.deltaTime;
|
||||
timeText.text = "Time : " + (int)surviveTime;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (Input.GetKeyDown(KeyCode.R))
|
||||
{
|
||||
Time.timeScale = 1f;
|
||||
SceneManager.LoadScene("SampleScene");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void EndGame()
|
||||
{
|
||||
if (isGameover) return;
|
||||
|
||||
isGameover = true;
|
||||
|
||||
gameoverText.SetActive(true);
|
||||
|
||||
float bestTime = PlayerPrefs.GetFloat("BestTime", 0f);
|
||||
if (surviveTime > bestTime)
|
||||
{
|
||||
bestTime = surviveTime;
|
||||
PlayerPrefs.SetFloat("BestTime", bestTime);
|
||||
}
|
||||
|
||||
recordText.text = "Best Time : " + (int)bestTime;
|
||||
|
||||
Time.timeScale = 0f;
|
||||
}
|
||||
|
||||
public void Die()
|
||||
{
|
||||
EndGame();
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
} // <-- 클래스 끝, 반드시 존재
|
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2
Assets/Scripts/GameManager.cs.meta
Normal file
2
Assets/Scripts/GameManager.cs.meta
Normal file
|
|
@ -0,0 +1,2 @@
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fileFormatVersion: 2
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33
Assets/Scripts/PlayerController.cs
Normal file
33
Assets/Scripts/PlayerController.cs
Normal file
|
|
@ -0,0 +1,33 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
// 파일 이름이 'PlayerCtrller'와 정확히 일치해야 합니다.
|
||||
public class PlayerController : MonoBehaviour
|
||||
{
|
||||
private Rigidbody playerRigidbody;
|
||||
public float speed = 8f;
|
||||
|
||||
void Start()
|
||||
{
|
||||
playerRigidbody = GetComponent<Rigidbody>();
|
||||
}
|
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|
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void Update()
|
||||
{
|
||||
float xInput = Input.GetAxis("Horizontal");
|
||||
float zInput = Input.GetAxis("Vertical");
|
||||
|
||||
float xSpeed = xInput * speed;
|
||||
float zSpeed = zInput * speed;
|
||||
|
||||
Vector3 newVelocity = new Vector3(xSpeed, 0f, zSpeed);
|
||||
playerRigidbody.linearVelocity = newVelocity;
|
||||
}
|
||||
|
||||
public void Die()
|
||||
{
|
||||
FindObjectOfType<GameManager>().EndGame();
|
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gameObject.SetActive(false);
|
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}
|
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}
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2
Assets/Scripts/PlayerController.cs.meta
Normal file
2
Assets/Scripts/PlayerController.cs.meta
Normal file
|
|
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fileFormatVersion: 2
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13
Assets/Scripts/Rotator.cs
Normal file
13
Assets/Scripts/Rotator.cs
Normal file
|
|
@ -0,0 +1,13 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Rotator : MonoBehaviour
|
||||
{
|
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public float rotationSpeed = 60f;
|
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|
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void Update()
|
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{
|
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transform.Rotate(0f, rotationSpeed * Time.deltaTime, 0f);
|
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}
|
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}
|
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2
Assets/Scripts/Rotator.cs.meta
Normal file
2
Assets/Scripts/Rotator.cs.meta
Normal file
|
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fileFormatVersion: 2
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8
Assets/Settings.meta
Normal file
8
Assets/Settings.meta
Normal file
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982
Assets/Settings/DefaultVolumeProfile.asset
Normal file
982
Assets/Settings/DefaultVolumeProfile.asset
Normal file
|
|
@ -0,0 +1,982 @@
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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:
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http://scripts.sil.org/OFL
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-----------------------------------------------------------
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SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
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-----------------------------------------------------------
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PREAMBLE
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The goals of the Open Font License (OFL) are to stimulate worldwide
|
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development of collaborative font projects, to support the font creation
|
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efforts of academic and linguistic communities, and to provide a free and
|
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open framework in which fonts may be shared and improved in partnership
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with others.
|
||||
|
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The OFL allows the licensed fonts to be used, studied, modified and
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redistributed freely as long as they are not sold by themselves. The
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fonts, including any derivative works, can be bundled, embedded,
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redistributed and/or sold with any software provided that any reserved
|
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names are not used by derivative works. The fonts and derivatives,
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however, cannot be released under any other type of license. The
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requirement for fonts to remain under this license does not apply
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to any document created using the fonts or their derivatives.
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DEFINITIONS
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"Font Software" refers to the set of files released by the Copyright
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Holder(s) under this license and clearly marked as such. This may
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include source files, build scripts and documentation.
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"Reserved Font Name" refers to any names specified as such after the
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copyright statement(s).
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"Original Version" refers to the collection of Font Software components as
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distributed by the Copyright Holder(s).
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"Modified Version" refers to any derivative made by adding to, deleting,
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or substituting -- in part or in whole -- any of the components of the
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Original Version, by changing formats or by porting the Font Software to a
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new environment.
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"Author" refers to any designer, engineer, programmer, technical
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writer or other person who contributed to the Font Software.
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PERMISSION & CONDITIONS
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Permission is hereby granted, free of charge, to any person obtaining
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a copy of the Font Software, to use, study, copy, merge, embed, modify,
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redistribute, and sell modified and unmodified copies of the Font
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Software, subject to the following conditions:
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1) Neither the Font Software nor any of its individual components,
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in Original or Modified Versions, may be sold by itself.
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2) Original or Modified Versions of the Font Software may be bundled,
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redistributed and/or sold with any software, provided that each copy
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contains the above copyright notice and this license. These can be
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included either as stand-alone text files, human-readable headers or
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in the appropriate machine-readable metadata fields within text or
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binary files as long as those fields can be easily viewed by the user.
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3) No Modified Version of the Font Software may use the Reserved Font
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Name(s) unless explicit written permission is granted by the corresponding
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presented to the users.
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4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
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Software shall not be used to promote, endorse or advertise any
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Modified Version, except to acknowledge the contribution(s) of the
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Copyright Holder(s) and the Author(s) or with their explicit written
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permission.
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5) The Font Software, modified or unmodified, in part or in whole,
|
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must be distributed entirely under this license, and must not be
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distributed under any other license. The requirement for fonts to
|
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remain under this license does not apply to any document created
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using the Font Software.
|
||||
|
||||
TERMINATION
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This license becomes null and void if any of the above conditions are
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not met.
|
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DISCLAIMER
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THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
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EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
|
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MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
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OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
|
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COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
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DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
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OTHER DEALINGS IN THE FONT SOFTWARE.
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Copyright (c) 2010 by vernon adams (vern@newtypography.co.uk),
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with Reserved Font Name Bangers.
|
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This Font Software is licensed under the SIL Open Font License, Version 1.1.
|
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This license is copied below, and is also available with a FAQ at:
|
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http://scripts.sil.org/OFL
|
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|
||||
|
||||
-----------------------------------------------------------
|
||||
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.
|
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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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distributed under any other license. The requirement for fonts to
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using the Font Software.
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|
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TERMINATION
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not met.
|
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DISCLAIMER
|
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THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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|
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Apache License
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||||
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|
||||
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|
||||
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||||
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
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||||
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Some files were not shown because too many files have changed in this diff Show More
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Reference in New Issue
Block a user