- Replaced one skee-ball machine with two arcade machines.
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@@ -0,0 +1,171 @@
|
||||
|
||||
using UdonSharp;
|
||||
using UnityEngine;
|
||||
using VRC.SDKBase;
|
||||
using VRC.Udon;
|
||||
|
||||
namespace myro.arcade
|
||||
{
|
||||
public class Fruit : UdonSharpBehaviour
|
||||
{
|
||||
public Rigidbody RigidbodyInstance;
|
||||
public MeshRenderer MeshRendererInstance;
|
||||
public CapsuleCollider FruitCollider;
|
||||
|
||||
private short _rank = 0;
|
||||
|
||||
private MelonGameLoop _melonGameLoopInstance;
|
||||
|
||||
private const float TARGET_COLLIDER_RADIUS = 0.5f;
|
||||
private float _currentColliderRadius;
|
||||
private float _gravityMultiplicator;
|
||||
private bool _hadCollision;
|
||||
|
||||
#region Game Over Detection
|
||||
private float _yAxisLimit; //If one fruit stays above that limit for more than a second, the game is lost
|
||||
private float _startTimeAboveLimit;
|
||||
|
||||
private void CheckGameOver()
|
||||
{
|
||||
if (!_hadCollision)
|
||||
{
|
||||
return;
|
||||
}
|
||||
if (transform.localPosition.y - transform.localScale.x / 2.0f < _yAxisLimit
|
||||
|| RigidbodyInstance.velocity.magnitude > 0.5f * transform.lossyScale.x)
|
||||
{
|
||||
//everything is alright
|
||||
_startTimeAboveLimit = 0;
|
||||
}
|
||||
else if (_startTimeAboveLimit == 0
|
||||
&& transform.localPosition.y - transform.localScale.x / 2.0f >= _yAxisLimit
|
||||
&& RigidbodyInstance.velocity.magnitude <= 0.5f * transform.lossyScale.x)
|
||||
{
|
||||
//Dangerously close to a game over
|
||||
_startTimeAboveLimit = Time.time;
|
||||
}
|
||||
else if (Time.time - _startTimeAboveLimit > 1.0f && _melonGameLoopInstance.GetGameState() != GameState.FINISH)
|
||||
{
|
||||
_melonGameLoopInstance.GameOver();
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
public void Construct(Transform parent, MelonGameLoop melonGameLoopInstance, short rank, float gameScale, float yAxisLimit, bool isFused)
|
||||
{
|
||||
transform.parent = parent;
|
||||
FruitCollider.enabled = false;
|
||||
RigidbodyInstance.isKinematic = true;
|
||||
|
||||
_hadCollision = isFused;
|
||||
_yAxisLimit = yAxisLimit;
|
||||
|
||||
_currentColliderRadius = TARGET_COLLIDER_RADIUS;
|
||||
|
||||
_gravityMultiplicator = gameScale;
|
||||
_melonGameLoopInstance = melonGameLoopInstance;
|
||||
|
||||
RigidbodyInstance.drag = 0;
|
||||
RigidbodyInstance.angularDrag = 1f;
|
||||
|
||||
SetRank(rank);
|
||||
SetScaleAndRotation();
|
||||
}
|
||||
|
||||
public short GetRank()
|
||||
{
|
||||
return _rank;
|
||||
}
|
||||
|
||||
public void SetRank(short rank)
|
||||
{
|
||||
_rank = rank;
|
||||
float fruitScale = 0.22f + rank * 0.147272f;
|
||||
transform.localScale = Vector3.one * fruitScale;
|
||||
RigidbodyInstance.mass = 1;
|
||||
_melonGameLoopInstance.SetTextureOffset(MeshRendererInstance.material, rank);
|
||||
}
|
||||
|
||||
private void SetScaleAndRotation()
|
||||
{
|
||||
FruitCollider.radius = _currentColliderRadius;
|
||||
transform.localEulerAngles = new Vector3(0, 0, transform.localEulerAngles.z);
|
||||
}
|
||||
|
||||
public void DropFruit()
|
||||
{
|
||||
FruitCollider.enabled = true;
|
||||
RigidbodyInstance.isKinematic = false;
|
||||
RigidbodyInstance.collisionDetectionMode = CollisionDetectionMode.Continuous;
|
||||
|
||||
_currentColliderRadius = TARGET_COLLIDER_RADIUS * 0.5f;
|
||||
FruitCollider.contactOffset = 0.0001f; //Using the script "ColliderParameterSetter" didn't worked, so I am setting it here.
|
||||
SetScaleAndRotation();
|
||||
}
|
||||
|
||||
#region Unity Events
|
||||
|
||||
private void FixedUpdate()
|
||||
{
|
||||
if (!enabled)
|
||||
return;
|
||||
|
||||
//Local velocity contraint
|
||||
Vector3 localVelocity = transform.parent.InverseTransformDirection(RigidbodyInstance.velocity);
|
||||
localVelocity.z = 0;
|
||||
RigidbodyInstance.velocity = transform.parent.TransformDirection(localVelocity);
|
||||
|
||||
//Gravity on the local space
|
||||
RigidbodyInstance.AddForce(transform.parent.up * -5f * _gravityMultiplicator * RigidbodyInstance.mass);
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
CheckGameOver();
|
||||
_currentColliderRadius += (TARGET_COLLIDER_RADIUS - _currentColliderRadius) * Time.deltaTime * 3f;
|
||||
|
||||
//Local rotation contraint
|
||||
SetScaleAndRotation();
|
||||
|
||||
//Local position contraint
|
||||
transform.localPosition = new Vector3(transform.localPosition.x, transform.localPosition.y, 0);
|
||||
}
|
||||
|
||||
private void OnCollisionEnter(Collision collision)
|
||||
{
|
||||
if (gameObject.activeSelf && enabled)
|
||||
{
|
||||
if (_rank != 10)
|
||||
{
|
||||
Fruit anotherFruit = collision.gameObject.GetComponent<Fruit>();
|
||||
if (anotherFruit && _rank == anotherFruit.GetRank() && collision.gameObject.activeSelf)
|
||||
{
|
||||
_melonGameLoopInstance.DestroyFruit(this);
|
||||
_melonGameLoopInstance.DestroyFruit(anotherFruit);
|
||||
_melonGameLoopInstance.IncrementComboAndPlayAudio();
|
||||
gameObject.SetActive(false);
|
||||
anotherFruit.gameObject.SetActive(false);
|
||||
|
||||
Fruit newFruit = _melonGameLoopInstance.InstantiateNewFruitAt((short)(_rank + 1), true);
|
||||
newFruit.transform.localPosition = (anotherFruit.transform.localPosition + transform.localPosition) / 2.0f;
|
||||
newFruit.DropFruit();
|
||||
}
|
||||
else if (!_hadCollision)
|
||||
{
|
||||
_melonGameLoopInstance.SendCustomNetworkEvent(VRC.Udon.Common.Interfaces.NetworkEventTarget.All, nameof(_melonGameLoopInstance.PlayCollisionAudio));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
if (!_hadCollision)
|
||||
{
|
||||
_melonGameLoopInstance.ReadyForNextFruit();
|
||||
_hadCollision = true;
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
}
|
||||
}
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serializedUdonProgramAsset: {fileID: 11400000, guid: 894f1b3175e569e4fa472e9cba3e1fb0,
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@@ -0,0 +1,22 @@
|
||||
|
||||
using UdonSharp;
|
||||
using UnityEngine;
|
||||
using VRC.SDKBase;
|
||||
using VRC.Udon;
|
||||
|
||||
namespace myro.arcade
|
||||
{
|
||||
[UdonBehaviourSyncMode(BehaviourSyncMode.None)]
|
||||
public class GameOverCollider : UdonSharpBehaviour
|
||||
{
|
||||
public MelonGameLoop MelonGameLoopInstance;
|
||||
private void OnCollisionEnter(Collision collision)
|
||||
{
|
||||
Fruit anotherFruit = collision.gameObject.GetComponent<Fruit>();
|
||||
if (anotherFruit != null && MelonGameLoopInstance.GetGameState() != GameState.FINISH)
|
||||
{
|
||||
MelonGameLoopInstance.GameOver();
|
||||
}
|
||||
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|
||||
}
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@@ -0,0 +1,438 @@
|
||||
|
||||
using TMPro;
|
||||
using UdonSharp;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using VRC.SDK3.Data;
|
||||
using VRC.SDKBase;
|
||||
using VRC.Udon;
|
||||
|
||||
namespace myro.arcade
|
||||
{
|
||||
[UdonBehaviourSyncMode(BehaviourSyncMode.Manual)]
|
||||
public class MelonGameLoop : UdonSharpBehaviour
|
||||
{
|
||||
public Transform LeftWall;
|
||||
public Transform RightWall;
|
||||
public Transform Root;
|
||||
public Joystick JoystickInstance;
|
||||
|
||||
public Transform DropTransform;
|
||||
public Transform DeathZone;
|
||||
public GameObject FruitPrefab;
|
||||
public GameObject GameOverMessage;
|
||||
public MelonGameSettings MelonGameSettingsInstance;
|
||||
public TextMeshProUGUI Score;
|
||||
public MeshRenderer NextRankImage;
|
||||
public AudioSource Music;
|
||||
|
||||
public AudioSource AudioPlayer;
|
||||
public AudioSource ComboPlayer;
|
||||
public AudioClip Drop;
|
||||
public AudioClip Collision;
|
||||
public AudioClip Combo;
|
||||
|
||||
private Fruit _currentFruit;
|
||||
private DataList _instantiatedFruits;
|
||||
|
||||
private const float SYNCING_RATE = 0.2f;
|
||||
private int _combo;
|
||||
|
||||
[UdonSynced]
|
||||
private bool _joystickGrabbed;
|
||||
|
||||
[UdonSynced]
|
||||
private GameState _gameState;
|
||||
|
||||
[UdonSynced]
|
||||
private int _score;
|
||||
|
||||
[UdonSynced]
|
||||
private short _nextRank;
|
||||
|
||||
[UdonSynced]
|
||||
private Vector3[] _positionFruits;
|
||||
|
||||
[UdonSynced]
|
||||
private Quaternion[] _rotationFruits;
|
||||
|
||||
[UdonSynced]
|
||||
private short[] _rankFruits;
|
||||
|
||||
void Start()
|
||||
{
|
||||
_gameState = GameState.FINISH;
|
||||
GameOver();
|
||||
}
|
||||
|
||||
private short UpdateNextFruitViewAndReturnCurrentRank()
|
||||
{
|
||||
short newRank = _nextRank;
|
||||
_nextRank = (short)Random.Range(0, 5);
|
||||
|
||||
UpdateNextRankImage();
|
||||
|
||||
return newRank;
|
||||
}
|
||||
|
||||
private Vector3 GetCursorPosition()
|
||||
{
|
||||
float ratioX = JoystickInstance.GetPositionXRatio();
|
||||
float radiusFruit = 0;
|
||||
if (_currentFruit)
|
||||
radiusFruit = _currentFruit.transform.localScale.x / 2.0f + 0.01f; //We add a little threshold at the end
|
||||
Vector3 left = new Vector3(LeftWall.localPosition.x + radiusFruit, LeftWall.localPosition.y, LeftWall.localPosition.z);
|
||||
Vector3 right = new Vector3(RightWall.localPosition.x - radiusFruit, RightWall.localPosition.y, RightWall.localPosition.z);
|
||||
return Vector3.Lerp(left, right, ratioX);
|
||||
}
|
||||
|
||||
public GameState GetGameState()
|
||||
{
|
||||
return _gameState;
|
||||
}
|
||||
|
||||
public void NewFruit()
|
||||
{
|
||||
short rank = UpdateNextFruitViewAndReturnCurrentRank();
|
||||
_currentFruit = InstantiateNewFruitAt(rank, false);
|
||||
_currentFruit.transform.localPosition = GetCursorPosition();
|
||||
_currentFruit.enabled = false;
|
||||
}
|
||||
|
||||
|
||||
public void SetTextureOffset(Material mat, int rank)
|
||||
{
|
||||
mat.SetTextureOffset("_MainTex", new Vector2((rank % 4) / 4.0f, (rank / 4) / 4.0f));
|
||||
}
|
||||
|
||||
private void StartGame()
|
||||
{
|
||||
if (_instantiatedFruits != null)
|
||||
{
|
||||
for (int i = 0; i < _instantiatedFruits.Count; i++)
|
||||
{
|
||||
Fruit fruit = (Fruit)_instantiatedFruits[i].Reference;
|
||||
if (fruit)
|
||||
Destroy(fruit.gameObject);
|
||||
}
|
||||
}
|
||||
_instantiatedFruits = new DataList();
|
||||
|
||||
_score = 0;
|
||||
_gameState = GameState.PLAY;
|
||||
NewFruit();
|
||||
SyncingLoop();
|
||||
UpdateUIState();
|
||||
Music.Play();
|
||||
}
|
||||
|
||||
public void AddToScore(int points)
|
||||
{
|
||||
_score += points;
|
||||
UpdateScore();
|
||||
}
|
||||
|
||||
#region Events and syncing
|
||||
|
||||
/// <summary>
|
||||
/// This looping method should only be called by the owner, it syncs the data
|
||||
/// </summary>
|
||||
public void SyncingLoop()
|
||||
{
|
||||
if (_gameState == GameState.FINISH || _instantiatedFruits == null || !Networking.IsOwner(gameObject))
|
||||
return;
|
||||
|
||||
int length = _instantiatedFruits.Count;
|
||||
_positionFruits = new Vector3[length];
|
||||
_rotationFruits = new Quaternion[length];
|
||||
_rankFruits = new short[length];
|
||||
|
||||
for (int i = 0; i < length; i++)
|
||||
{
|
||||
Fruit fruit = (Fruit)_instantiatedFruits[i].Reference;
|
||||
if (!fruit)
|
||||
return;
|
||||
|
||||
_positionFruits[i] = fruit.transform.localPosition;
|
||||
_rotationFruits[i] = fruit.transform.localRotation;
|
||||
_rankFruits[i] = fruit.GetRank();
|
||||
}
|
||||
RequestSerialization();
|
||||
SendCustomEventDelayedSeconds(nameof(SyncingLoop), SYNCING_RATE);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This event is called from the Joystick script
|
||||
/// </summary>
|
||||
public void PlayerPickedUpJoystick()
|
||||
{
|
||||
if (!Networking.IsOwner(gameObject))
|
||||
{
|
||||
Networking.SetOwner(Networking.LocalPlayer, gameObject);
|
||||
StartGame();
|
||||
}
|
||||
_joystickGrabbed = true;
|
||||
RequestSerialization();
|
||||
|
||||
/*WaitMessage.SetActive(!Networking.IsOwner(gameObject) && _gameState == GameState.PLAY);
|
||||
if (_gameState == GameState.FINISH)
|
||||
{
|
||||
Networking.SetOwner(Networking.LocalPlayer, gameObject);
|
||||
}*/
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This event is called from the Joystick script
|
||||
/// </summary>
|
||||
public void PlayerDroppedJoystick()
|
||||
{
|
||||
_joystickGrabbed = false;
|
||||
RequestSerialization();
|
||||
}
|
||||
|
||||
bool _isPlayerInArea;
|
||||
public void OnPlayerEnteredArea()
|
||||
{
|
||||
_isPlayerInArea = true;
|
||||
}
|
||||
|
||||
public void OnPlayerExitedArea()
|
||||
{
|
||||
_isPlayerInArea = false;
|
||||
}
|
||||
|
||||
public override void OnOwnershipTransferred(VRCPlayerApi player)
|
||||
{
|
||||
if (!player.isLocal)
|
||||
{
|
||||
_currentFruit = null;
|
||||
}
|
||||
}
|
||||
|
||||
public void OnPress()
|
||||
{
|
||||
if (!Networking.IsOwner(gameObject))
|
||||
return;
|
||||
|
||||
if (_gameState == GameState.PLAY)
|
||||
{
|
||||
if (_currentFruit != null)
|
||||
{
|
||||
_currentFruit.enabled = true;
|
||||
_currentFruit.DropFruit();
|
||||
_currentFruit = null;
|
||||
_combo = 0;
|
||||
SendCustomNetworkEvent(VRC.Udon.Common.Interfaces.NetworkEventTarget.All, nameof(PlayDropAudio));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
StartGame();
|
||||
}
|
||||
}
|
||||
|
||||
public void OnResetPressed()
|
||||
{
|
||||
if (_joystickGrabbed)
|
||||
return;
|
||||
|
||||
if (!Networking.IsOwner(gameObject))
|
||||
Networking.SetOwner(Networking.LocalPlayer, gameObject);
|
||||
|
||||
StartGame();
|
||||
}
|
||||
|
||||
|
||||
|
||||
// Here, OnDeserialization should only be called for the remote player
|
||||
public override void OnDeserialization()
|
||||
{
|
||||
if (!_isPlayerInArea)
|
||||
return;
|
||||
|
||||
if (_gameState == GameState.PLAY && !Music.isPlaying)
|
||||
Music.Play();
|
||||
else if (_gameState == GameState.FINISH && Music.isPlaying)
|
||||
Music.Stop();
|
||||
|
||||
UpdateUI();
|
||||
|
||||
if (_instantiatedFruits == null)
|
||||
{
|
||||
_instantiatedFruits = new DataList();
|
||||
}
|
||||
|
||||
int numberOfSyncedFruits = _positionFruits.Length;
|
||||
|
||||
//first for-loop to check if all references are valid, this is to prevent possible errors
|
||||
for (int i = _instantiatedFruits.Count - 1; i >= 0; i--)
|
||||
{
|
||||
Fruit fruit = (Fruit)_instantiatedFruits[i].Reference;
|
||||
if (!Utilities.IsValid(fruit))
|
||||
{
|
||||
_instantiatedFruits.RemoveAt(i);
|
||||
}
|
||||
}
|
||||
|
||||
if (_instantiatedFruits.Count < numberOfSyncedFruits)
|
||||
{
|
||||
//Here we need to instantiate more fruits
|
||||
for (int i = 0; i < numberOfSyncedFruits - _instantiatedFruits.Count; i++)
|
||||
{
|
||||
InstantiateNewFruitAt(0, false); //the settings will be set later
|
||||
}
|
||||
}
|
||||
else if (_instantiatedFruits.Count > numberOfSyncedFruits)
|
||||
{
|
||||
//Here we need to destroy a few fruits
|
||||
for (int i = 0; i < _instantiatedFruits.Count - numberOfSyncedFruits; i++)
|
||||
{
|
||||
Fruit fruit = (Fruit)_instantiatedFruits[0].Reference;
|
||||
Destroy(fruit.gameObject);
|
||||
_instantiatedFruits.RemoveAt(0);
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < numberOfSyncedFruits; i++)
|
||||
{
|
||||
if (_instantiatedFruits[i].Error == DataError.None)
|
||||
{
|
||||
//Now we update each fruit
|
||||
Fruit fruit = (Fruit)_instantiatedFruits[i].Reference;
|
||||
fruit.transform.localPosition = _positionFruits[i];
|
||||
fruit.transform.localRotation = _rotationFruits[i];
|
||||
fruit.SetRank(_rankFruits[i]);
|
||||
fruit.enabled = false; //the scripts does not need to be enabled for the remote player
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
|
||||
#region UI
|
||||
private void UpdateNextRankImage()
|
||||
{
|
||||
SetTextureOffset(NextRankImage.material, _nextRank);
|
||||
float scale = (_nextRank + 1) + 1.0f;
|
||||
NextRankImage.transform.localScale = new Vector3(scale, scale, scale);
|
||||
}
|
||||
|
||||
private void UpdateScore()
|
||||
{
|
||||
Score.text = _score.ToString();
|
||||
}
|
||||
|
||||
private void UpdateUIState()
|
||||
{
|
||||
GameOverMessage.SetActive(_gameState == GameState.FINISH);
|
||||
}
|
||||
|
||||
private void UpdateUI()
|
||||
{
|
||||
UpdateScore();
|
||||
UpdateUIState();
|
||||
UpdateNextRankImage();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
public void GameOver()
|
||||
{
|
||||
Music.Stop();
|
||||
|
||||
if (_currentFruit != null)
|
||||
{
|
||||
Destroy(_currentFruit.gameObject);
|
||||
_currentFruit = null;
|
||||
}
|
||||
_gameState = GameState.FINISH;
|
||||
|
||||
UpdateUI();
|
||||
|
||||
//pausing all physics
|
||||
if (_instantiatedFruits != null)
|
||||
{
|
||||
for (int i = 0; i < _instantiatedFruits.Count; i++)
|
||||
{
|
||||
Fruit fruit = (Fruit)_instantiatedFruits[i].Reference;
|
||||
if (fruit)
|
||||
{
|
||||
fruit.RigidbodyInstance.collisionDetectionMode = CollisionDetectionMode.Discrete; //to avoid warnings...
|
||||
fruit.RigidbodyInstance.isKinematic = true;
|
||||
fruit.enabled = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (_score > 32 && MelonGameSettingsInstance.SharedScoreboardPrefab)
|
||||
{
|
||||
MelonGameSettingsInstance.SharedScoreboardPrefab.Insert(Networking.LocalPlayer, _score);
|
||||
}
|
||||
|
||||
RequestSerialization();
|
||||
}
|
||||
|
||||
public Fruit InstantiateNewFruitAt(short rank, bool isFused)
|
||||
{
|
||||
Fruit newFruit = Instantiate(FruitPrefab).GetComponent<Fruit>();
|
||||
newFruit.Construct(Root, this, rank, transform.lossyScale.x, DeathZone.localPosition.y, isFused);
|
||||
_instantiatedFruits.Add(newFruit);
|
||||
AddToScore(1 << rank);
|
||||
return newFruit;
|
||||
}
|
||||
|
||||
internal void DestroyFruit(Fruit anotherFruit)
|
||||
{
|
||||
_instantiatedFruits.Remove(anotherFruit);
|
||||
Destroy(anotherFruit.gameObject);
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (_currentFruit != null)
|
||||
{
|
||||
_currentFruit.transform.localPosition = GetCursorPosition();
|
||||
}
|
||||
}
|
||||
|
||||
public void ReadyForNextFruit()
|
||||
{
|
||||
NewFruit();
|
||||
}
|
||||
|
||||
#region Audio
|
||||
|
||||
public void IncrementComboAndPlayAudio()
|
||||
{
|
||||
_combo++;
|
||||
ComboPlayer.pitch = 1 + _combo / 6.0f;
|
||||
SendCustomNetworkEvent(VRC.Udon.Common.Interfaces.NetworkEventTarget.All, nameof(PlayComboAudio));
|
||||
}
|
||||
|
||||
public void PlayComboAudio()
|
||||
{
|
||||
if (!_isPlayerInArea)
|
||||
return;
|
||||
|
||||
ComboPlayer.PlayOneShot(Combo);
|
||||
}
|
||||
|
||||
public void PlayCollisionAudio()
|
||||
{
|
||||
if (!_isPlayerInArea)
|
||||
return;
|
||||
|
||||
AudioPlayer.PlayOneShot(Collision);
|
||||
}
|
||||
|
||||
public void PlayDropAudio()
|
||||
{
|
||||
if (!_isPlayerInArea)
|
||||
return;
|
||||
|
||||
AudioPlayer.PlayOneShot(Drop);
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
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using UdonSharp;
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using UnityEngine;
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using VRC.SDKBase;
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||||
using VRC.Udon;
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||||
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namespace myro.arcade
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{
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public class MelonGameSettings : GameSettings
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Copyright 2021 The Dongle Project Authors (https://github.com/yangheeryu/Dongle)
|
||||
|
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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:
|
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http://scripts.sil.org/OFL
|
||||
|
||||
|
||||
-----------------------------------------------------------
|
||||
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
|
||||
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
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include source files, build scripts and documentation.
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||||
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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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|
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PERMISSION & CONDITIONS
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Permission is hereby granted, free of charge, to any person obtaining
|
||||
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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|
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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.
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||||
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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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Copyright Holder. This restriction only applies to the primary font name as
|
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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
|
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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,
|
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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
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||||
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
|
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OTHER DEALINGS IN THE FONT SOFTWARE.
|
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legacyComputeAllNormalsFromSmoothingGroupsWhenMeshHasBlendShapes: 0
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