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yize 2025-03-23 19:58:16 -04:00
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# This .gitignore file should be placed at the root of your Unity project directory
#
# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore
#
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# MemoryCaptures can get excessive in size.
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# Recordings can get excessive in size
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# Uncomment this line if you wish to ignore the asset store tools plugin
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# Visual Studio cache directory
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*.pdb.meta
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*.aab
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# Temporary auto-generated Android Assets
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using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class ImagePuzzle : MonoBehaviour
{
public int currentPuzzle = 1;
public List<Texture2D> puzzleSprites;
public List<RawImage> images = new List<RawImage>();
public List<RectTransform> imagesTransforms = new List<RectTransform>();
public TMP_Text completeText;
public Image backgroundImage;
public Sprite completedAllPuzzlesBackground;
private RawImage disabledImage;
private bool hasStarted = false;
private List<string> correctImageOrder = new List<string>();
private void Awake()
{
foreach (var image in images)
{
image.GetComponent<Button>().onClick.AddListener(() => ButtonClicked(image));
}
}
private void ButtonClicked(RawImage image)
{
if (!hasStarted)
return;
MoveLogic(image);
}
private void MoveLogic(RawImage clickedImage)
{
int clickedIndex = clickedImage.transform.GetSiblingIndex();
print(clickedIndex + " | " + CanMove(clickedIndex));
if (CanMove(clickedIndex))
{
var clickedImageName = clickedImage.name;
var disabledImageName = disabledImage.name;
clickedImage.enabled = false;
clickedImage.GetComponent<Button>().enabled = false;
disabledImage.texture = clickedImage.texture;
disabledImage.enabled = true;
disabledImage.GetComponent<Button>().enabled = true;
disabledImage.name = clickedImageName;
clickedImage.name = disabledImageName;
disabledImage = clickedImage;
CheckPuzzleComplete();
}
}
private void CheckPuzzleComplete()
{
for (int i = 0; i < images.Count; i++)
{
var image = images[i];
if (image.name != correctImageOrder[i])
return;
}
print("correct");
SplitSpriteToImages();
disabledImage.enabled = true;
completeText.gameObject.SetActive(true);
hasStarted = false;
}
private bool CanMove(int clickedIndex)
{
switch (disabledImage.transform.GetSiblingIndex())
{
case 0:
if (clickedIndex == 1 || clickedIndex == 3)
return true;
break;
case 1:
if (clickedIndex == 0 || clickedIndex == 2 || clickedIndex == 4)
return true;
break;
case 2:
if (clickedIndex == 1 || clickedIndex == 5)
return true;
break;
case 3:
if (clickedIndex == 0 || clickedIndex == 4 || clickedIndex == 6)
return true;
break;
case 4:
if (clickedIndex == 1 || clickedIndex == 3 || clickedIndex == 5 || clickedIndex == 7)
return true;
break;
case 5:
if (clickedIndex == 2 || clickedIndex == 4 || clickedIndex == 8)
return true;
break;
case 6:
if (clickedIndex == 3 || clickedIndex == 7)
return true;
break;
case 7:
if (clickedIndex == 4 || clickedIndex == 6 || clickedIndex == 8)
return true;
break;
case 8:
if (clickedIndex == 7 || clickedIndex == 5)
return true;
break;
}
return false;
}
public void StartPuzzle()
{
currentPuzzle++;
if (currentPuzzle > puzzleSprites.Count)
{
print("No more puzzles.");
for (int i = 0; i < images.Count; i++)
{
RawImage image = images[i];
image.enabled = false;
}
backgroundImage.sprite = completedAllPuzzlesBackground;
completeText.text = "All Puzzles Complete!";
return;
}
completeText.gameObject.SetActive(false);
SplitSpriteToImages();
ResetImages();
correctImageOrder.Clear();
for (int i = 0; i < images.Count; i++)
{
RawImage image = images[i];
correctImageOrder.Add(image.name);
}
RandomizeImages();
DisableRandomImage();
hasStarted = true;
}
[ContextMenu("Split Sprite")]
public void SplitSpriteToImages()
{
var puzzleSprite = puzzleSprites[currentPuzzle - 1];
for (int i = 0; i < images.Count; i++)
{
RawImage image = images[i];
Texture2D tex = new Texture2D(100, 100, TextureFormat.RGBA32, false);
if (i < 3)
{
var pixels = puzzleSprite.GetPixels(i * 100, puzzleSprite.height - 100, 100, 100);
tex.SetPixels(pixels, 0);
}
else if(i < 6)
{
var pixels = puzzleSprite.GetPixels((i - 3) * 100, puzzleSprite.height - 200, 100, 100);
tex.SetPixels(pixels, 0);
}
else if (i < 9)
{
var pixels = puzzleSprite.GetPixels((i - 6) * 100, puzzleSprite.height - 300, 100, 100);
tex.SetPixels(pixels, 0);
}
tex.Apply();
image.texture = tex;
}
}
[ContextMenu("Reset Images")]
public void ResetImages()
{
for (int i = 0; i < images.Count; i++)
{
var image = images[i];
image.transform.SetSiblingIndex(transform.childCount - 1);
image.enabled = true;
image.GetComponent<Button>().enabled = true;
}
}
[ContextMenu("Randomize Images")]
public void RandomizeImages()
{
for (int i = 0; i < images.Count; i++)
{
int selectedIndex = Random.Range(0, images.Count - 1);
var image = images[selectedIndex];
image.transform.SetSiblingIndex(transform.childCount - 1);
}
}
[ContextMenu("Disable Random Image")]
public void DisableRandomImage()
{
int selectedIndex = Random.Range(0, images.Count - 1);
var image = images[selectedIndex];
image.enabled = false;
image.GetComponent<Button>().enabled = false;
disabledImage = image;
}
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using UnityEngine;
using UnityEngine.EventSystems;
public enum ShapeType { Box, Triangle, Diamond }
public class Shape : MonoBehaviour, IDragHandler, IBeginDragHandler, IEndDragHandler
{
public ShapeType shapeType;
[Header("Floats")]
public float yMax = 3.9f;
public float yMin = -.1f;
public float xMax = 3.5f;
public float xMin = -3.5f;
public float sensitivity = 0.008f;
public float maxSpeed = 1f;
public RectTransform m_transform = null;
public bool isShapeSpecific = false;
private bool dragging;
private Vector2 posToMove;
void Start() => m_transform = GetComponent<RectTransform>();
private void FixedUpdate()
{
m_transform.anchoredPosition += posToMove;
posToMove = Vector2.zero;
}
public void OnDrag(PointerEventData eventData)
{
if (!dragging || eventData.delta.y > 0 && m_transform.anchoredPosition.y >= yMax / m_transform.localScale.y
|| eventData.delta.y < 0 && m_transform.anchoredPosition.y <= yMin / m_transform.localScale.y
|| eventData.delta.x > 0 && m_transform.anchoredPosition.x >= xMax / m_transform.localScale.x
|| eventData.delta.x < 0 && m_transform.anchoredPosition.x <= xMin / m_transform.localScale.x)
return;
posToMove = new Vector2(Mathf.Clamp(eventData.delta.x * sensitivity, -maxSpeed, maxSpeed), Mathf.Clamp(eventData.delta.y * sensitivity, -maxSpeed, maxSpeed));
}
public void OnBeginDrag(PointerEventData eventData)
{
transform.SetSiblingIndex(transform.parent.childCount - 1);
dragging = true;
}
public void OnEndDrag(PointerEventData eventData) => dragging = false;
}

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using System.Collections.Generic;
using UnityEngine;
using System.Linq;
public class ShapePuzzle : MonoBehaviour
{
public float distanceMargin;
public Shape[] shapes;
public Dictionary<Shape, Vector2> startPositions = new Dictionary<Shape, Vector2>();
[HideInInspector] public ShapePuzzleManager manager;
private List<Shape> correctShapes = new List<Shape>();
private void Awake()
{
shapes = GetComponentsInChildren<Shape>();
foreach (var item in shapes)
{
startPositions.Add(item, item.m_transform.anchoredPosition);
}
RandomizeShapes();
while (CheckPuzzleComplete())
RandomizeShapes();
}
private void RandomizeShapes()
{
var usedIndexes = new List<int>();
for (int i = 0; i < shapes.Length;)
{
Shape shape = shapes[i];
var index = Random.Range(0, startPositions.Count);
if (!usedIndexes.Contains(index))
{
shape.m_transform.anchoredPosition = startPositions.ElementAt(index).Value;
usedIndexes.Add(index);
i++;
}
}
}
private void FixedUpdate()
{
correctShapes.Clear();
foreach (var pair in startPositions)
{
var startPos = pair.Value;
if (!pair.Key.isShapeSpecific)
{
foreach (var shape in shapes)
{
if (Vector2.Distance(shape.m_transform.anchoredPosition, startPos) < distanceMargin && shape.shapeType == pair.Key.shapeType)
{
correctShapes.Add(shape);
break;
}
}
}
else if (Vector2.Distance(pair.Key.m_transform.anchoredPosition, startPos) < distanceMargin)
{
correctShapes.Add(pair.Key);
}
}
if (CheckPuzzleComplete())
{
manager.PuzzleCompleted();
}
}
private bool CheckPuzzleComplete()
{
if (correctShapes.Count == shapes.Length)
return true;
return false;
}
}

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using UnityEngine;
public class ShapePuzzleManager : MonoBehaviour
{
public int currentPuzzle = 1;
public ShapePuzzle[] shapePuzzles = null;
private void Start()
{
for (int i = 0; i < shapePuzzles.Length; i++)
{
ShapePuzzle puzzle = shapePuzzles[i];
puzzle.manager = this;
if (i == currentPuzzle)
{
puzzle.gameObject.SetActive(true);
continue;
}
puzzle.gameObject.SetActive(false);
}
}
public void PuzzleCompleted()
{
shapePuzzles[currentPuzzle].gameObject.SetActive(false);
currentPuzzle++;
if (currentPuzzle < shapePuzzles.Length)
{
shapePuzzles[currentPuzzle].gameObject.SetActive(true);
print("Puzzle advanced!");
}
else
{
print("No more puzzles!");
}
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.UI;
public class SimonSaysGameManager : MonoBehaviour
{
public int currentPuzzle = 1;
public SimonSaysPuzzle[] shapePuzzles = null;
public Button startPuzzleButton;
private void Start()
{
for (int i = 0; i < shapePuzzles.Length; i++)
{
SimonSaysPuzzle puzzle = shapePuzzles[i];
if (i == currentPuzzle)
{
puzzle.gameObject.SetActive(true);
continue;
}
puzzle.gameObject.SetActive(false);
}
startPuzzleButton.onClick.AddListener(ButtonClicked);
}
private void ButtonClicked()
{
if (currentPuzzle > shapePuzzles.Length)
return;
shapePuzzles[currentPuzzle].StartPuzzle();
shapePuzzles[currentPuzzle].completeScreen.SetActive(false);
shapePuzzles[currentPuzzle].failedScreen.SetActive(false);
}
public void PuzzleCompleted()
{
shapePuzzles[currentPuzzle].gameObject.SetActive(false);
currentPuzzle++;
if (currentPuzzle < shapePuzzles.Length)
{
shapePuzzles[currentPuzzle].gameObject.SetActive(true);
startPuzzleButton.gameObject.SetActive(true);
print("Puzzle advanced!");
}
else
{
print("No more puzzles!");
}
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.UI;
public class SimonSaysPuzzle : MonoBehaviour
{
private Dictionary<Button, Image> buttonPairs = new Dictionary<Button, Image>();
private Dictionary<Button, Color> buttonColors = new Dictionary<Button, Color>();
private List<Button> buttonSequence = new List<Button>();
private List<Button> clickedButtons = new List<Button>();
public int currentButtonSequence = 0;
public int buttonSequenceCount = 10;
public GameObject startButton;
public GameObject completeScreen;
public GameObject failedScreen;
private bool isDoingPuzzle;
private Button clickedButton = null;
private void Awake()
{
foreach(var button in GetComponentsInChildren<Button>())
{
if (button.name == "Start")
continue;
var image = button.GetComponent<Image>();
buttonPairs.Add(button, image);
image.color = Color.black;
buttonColors.Add(button, new Color(UnityEngine.Random.Range(0f, 1f), UnityEngine.Random.Range(0f, 1f),
UnityEngine.Random.Range(0f, 1f)));
button.onClick.AddListener(() => StartCoroutine(ButtonClicked(button)));
}
}
private IEnumerator ButtonClicked(Button button)
{
if (!isDoingPuzzle)
yield break;
if(buttonColors.TryGetValue(button, out var color))
{
clickedButton = button;
buttonPairs[button].color = color;
yield return new WaitForSeconds(0.25f);
buttonPairs[button].color = Color.black;
}
}
public void StartPuzzle()
{
startButton.SetActive(false);
ResetColors();
isDoingPuzzle = true;
for (int i = 0; i < buttonSequenceCount; i++)
{
var randomButton = buttonPairs.ElementAt(UnityEngine.Random.Range(0, buttonPairs.Count));
buttonSequence.Add(randomButton.Key);
}
StartCoroutine(DoPuzzleLoop());
}
private IEnumerator DoPuzzleLoop()
{
while(isDoingPuzzle)
{
if(currentButtonSequence > buttonSequence.Count)
{
//game complete
print("Game Complete!");
completeScreen.SetActive(true);
//EndPuzzle();
yield break;
}
for (int i = 0; i < currentButtonSequence; i++)
{
buttonPairs.TryGetValue(buttonSequence[i], out var image);
image.color = buttonColors[buttonSequence[i]];
yield return new WaitForSeconds(0.25f);
image.color = Color.black;
yield return new WaitForSeconds(0.25f);
}
currentButtonSequence++;
clickedButtons.Clear();
while(clickedButtons.Count != currentButtonSequence - 1)
{
yield return new WaitUntil(() => clickedButton != null);
if (clickedButton != buttonSequence[clickedButtons.Count])
{
print("Game Failed!");
failedScreen.SetActive(true);
EndPuzzle();
}
clickedButtons.Add(clickedButton);
clickedButton = null;
}
yield return new WaitForSeconds(1f);
}
}
private void ResetColors()
{
foreach (var pair in buttonPairs) {
var image = pair.Value;
image.color = Color.black;
}
}
public void EndPuzzle()
{
isDoingPuzzle = false;
buttonSequence.Clear();
clickedButtons.Clear();
currentButtonSequence = 0;
clickedButton = null;
foreach (var pair in buttonPairs)
{
pair.Value.color = Color.black;
buttonColors[pair.Key] = new Color(UnityEngine.Random.Range(0f, 1f), UnityEngine.Random.Range(0f, 1f),
UnityEngine.Random.Range(0f, 1f));
}
startButton.SetActive(true);
}
}

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Copyright (c) 2011, Vernon Adams (vern@newtypography.co.uk),
with Reserved Font Name Anton.
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.

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Copyright (c) 2010 by vernon adams (vern@newtypography.co.uk),
with Reserved Font Name Bangers.
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.

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Copyright (c) 2011-2012, Vernon Adams (vern@newtypography.co.uk), with Reserved Font Names 'Oswald'
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.

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This font is licensed under the Apache License, Version 2.0.
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Copyright (c) 2020-2021, Unity, with Reserved Font Names 'Unity'
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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