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using UnityEngine;
using TMPro;
public class DropdownScript : MonoBehaviour
{
public TextMeshProUGUI output;
public void HandleInputData(int val)
{
// if(val == 0){
// output.text = "I want to rest";
// }
// else if(val == 1){
// output.text = "I want to sleep";
// }
// else if(val == 2){
// output.text = "I want to poop";
// }
}
}

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using System.Collections.Generic;
using System.Linq;
using Unity.AI.Navigation;
using UnityEngine;
using UnityEngine.AI;
using UnityEngine.XR.ARFoundation;
using UnityEngine.XR.ARSubsystems;
using TMPro;
public class NewIndoorNav : MonoBehaviour
{
[SerializeField] private Transform player;
[SerializeField] private ARTrackedImageManager m_TrackedImageManager;
[SerializeField] private GameObject trackedImagePrefab;
[SerializeField] private LineRenderer line;
[SerializeField] private TextMeshProUGUI distanceText;
private List<NavigationTarget> navigationTargets = new List<NavigationTarget>();
private NavMeshSurface navMeshSurface;
private NavMeshPath navMeshPath;
private GameObject navigationBase;
private ARTrackedImage currentTrackedImage;
private string currentImageName = "front";
public static int targetNumber = StoreDataScript.targetNumber;
private float m_Distance;
private void Start()
{
navMeshPath = new NavMeshPath();
// disable screen dimming
Screen.sleepTimeout = SleepTimeout.NeverSleep;
}
private void Update()
{
if (navigationBase != null && navigationTargets.Count > 0 && navMeshSurface != null)
{
// Check if there are any tracked images
if (m_TrackedImageManager.trackables.count > 0)
{
// Use a foreach loop to get the first tracked image
foreach (var trackedImage in m_TrackedImageManager.trackables)
{
currentImageName = trackedImage.referenceImage.name; // Get the name of the tracked image
Debug.Log(currentImageName);
// Determine which navigation target to use based on the tracked image
Transform targetTransform = null;
targetTransform = navigationTargets[targetNumber].transform;
// If a valid target is found, calculate the path
if (targetTransform != null)
{
NavMesh.CalculatePath(player.position, targetTransform.position, NavMesh.AllAreas, navMeshPath);
if (navMeshPath.status == NavMeshPathStatus.PathComplete)
{
line.positionCount = navMeshPath.corners.Length;
line.SetPositions(navMeshPath.corners);
m_Distance = Vector3.Distance(player.position,targetTransform.position);
distanceText.text = m_Distance.ToString("F2");
}
else
{
line.positionCount = 0;
}
}
else
{
// If no valid target is found, clear the line
line.positionCount = 0;
}
// Break after processing the first tracked image
break;
}
}
else
{
// If no tracked images are available, clear the line
line.positionCount = 0;
}
}
}
private void OnEnable() => m_TrackedImageManager.trackablesChanged.AddListener(OnChanged);
private void OnDisable() => m_TrackedImageManager.trackablesChanged.RemoveListener(OnChanged);
private void OnChanged(ARTrackablesChangedEventArgs<ARTrackedImage> eventArgs)
{
Debug.Log("OnChanged event triggered.");
Debug.Log(targetNumber);
// Handle added images
foreach (var newImage in eventArgs.added)
{
string newImageName = newImage.referenceImage.name; // Get the name of the new image
Debug.Log($"New Image Added: {newImageName}");
// Stop using the previous image
if (currentTrackedImage != null && currentTrackedImage != newImage)
{
Debug.Log($"Stopping use of previous image: {currentTrackedImage.referenceImage.name}");
// Destroy any associated game objects here
if (navigationBase != null)
{
Destroy(navigationBase);
}
}
// Set the new image as the current tracked image
currentTrackedImage = newImage;
currentImageName = newImageName;
// Instantiate a new navigationBase
navigationBase = GameObject.Instantiate(trackedImagePrefab);
navigationTargets = navigationBase.transform.GetComponentsInChildren<NavigationTarget>().ToList();
navMeshSurface = navigationBase.transform.GetComponentInChildren<NavMeshSurface>();
}
// Handle updated images
foreach (var updatedImage in eventArgs.updated)
{
if (navigationBase == null)
{
continue;
}
currentImageName = updatedImage.referenceImage.name; // Update currentImageName
Debug.Log($"Image Updated: {currentImageName}");
// Get the current position of navigationBase
Vector3 currentPosition = navigationBase.transform.position;
// Calculate the new position based on the updated image's position
Vector3 newPosition = currentPosition;
if (currentImageName == "front")
{
newPosition = updatedImage.transform.position + new Vector3(-1.22f, -1f, 13f);
}
else if (currentImageName == "frontright")
{
newPosition = updatedImage.transform.position + new Vector3(-8.65f, -1f, 6.25f);
}
else if (currentImageName == "rearright")
{
newPosition = updatedImage.transform.position + new Vector3(18f, -1f, 6.25f);
}
else if (currentImageName == "frontleft")
{
newPosition = updatedImage.transform.position + new Vector3(9.65f, -1f, 7.28f);
}
else if (currentImageName == "rearleft")
{
newPosition = updatedImage.transform.position + new Vector3(-17f, -1f, 7.28f);
}
else if (currentImageName == "rear")
{
newPosition = updatedImage.pose.position + new Vector3(0.78f, -1f, 19.62f);
}
// Check if the new position is significantly different from the current position
if (Vector3.Distance(currentPosition, newPosition) > 0.1f)
{
if (currentImageName == "front")
{
navigationBase.transform.SetPositionAndRotation(newPosition, Quaternion.Euler(0, -updatedImage.transform.rotation.eulerAngles.x, 0));
}
else if (currentImageName == "frontright" || currentImageName == "rearright")
{
navigationBase.transform.SetPositionAndRotation(newPosition, Quaternion.Euler(0, 90 + updatedImage.transform.rotation.eulerAngles.x, 0));
}
else if (currentImageName == "frontleft" || currentImageName == "rearleft")
{
navigationBase.transform.SetPositionAndRotation(newPosition, Quaternion.Euler(0, 270 + updatedImage.transform.rotation.eulerAngles.x, 0));
}
else if (currentImageName == "rear")
{
navigationBase.transform.SetPositionAndRotation(newPosition, Quaternion.Euler(0, updatedImage.pose.rotation.eulerAngles.x, 0));
}
}
}
// Handle removed images if necessary
foreach (var removedImage in eventArgs.removed)
{
Debug.Log($"Image Removed: {removedImage.Value.referenceImage.name}");
if (removedImage.Value == currentTrackedImage)
{
currentTrackedImage = null;
currentImageName = "";
if (navigationBase != null)
{
Destroy(navigationBase);
}
}
}
}
public void HandleDropdown(int val)
{
targetNumber = val - 1;
}
public void DestroyNavigationBase()
{
if (navigationBase != null)
{
Debug.Log("Destroying!!");
Destroy(navigationBase);
}
}
}

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using UnityEngine;
public class MinimapHandler : MonoBehaviour
{
[SerializeField] private GameObject MainCamera;
// Update is called once per frame
void LateUpdate()
{
transform.position = new Vector3(MainCamera.transform.position.x, 40, MainCamera.transform.position.z);
// Get the Euler angles from the MainCamera's rotation
Vector3 mainCameraEulerAngles = MainCamera.transform.eulerAngles;
// Create a new rotation using the MainCamera's x and y rotation, but with your desired z rotation
transform.rotation = Quaternion.Euler(90, mainCameraEulerAngles.y, mainCameraEulerAngles.z);
}
}

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guid: 02adec4d9567f8b6e87ce2a5970f42f2

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using UnityEngine;
public class NavigationTarget : MonoBehaviour
{
}

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using System.Collections.Generic;
using System.Linq;
using Unity.AI.Navigation;
using UnityEngine;
using UnityEngine.AI;
using UnityEngine.XR.ARFoundation;
public class NewIndoorNavOld : MonoBehaviour {
[SerializeField] private Transform player;
[SerializeField] private ARTrackedImageManager m_TrackedImageManager;
[SerializeField] private GameObject trackedImagePrefab;
[SerializeField] private LineRenderer line;
private List<NavigationTarget> navigationTargets = new List<NavigationTarget>();
private NavMeshSurface navMeshSurface;
private NavMeshPath navMeshPath;
private GameObject navigationBase;
private string currentImageName = "rear";
public int targetNumber = 0;
private void Start() {
navMeshPath = new NavMeshPath();
// disable screen dimming
Screen.sleepTimeout = SleepTimeout.NeverSleep;
}
private void Update() {
if (navigationBase != null && navigationTargets.Count > 0 && navMeshSurface != null) {
// Check if there are any tracked images
if (m_TrackedImageManager.trackables.count > 0) {
// Use a foreach loop to get the first tracked image
foreach (var trackedImage in m_TrackedImageManager.trackables) {
// currentImageName = trackedImage.referenceImage.name; // Get the name of the tracked image
Debug.Log(currentImageName);
// Determine which navigation target to use based on the tracked image
Transform targetTransform = null;
// if (currentImageName == "QR_testARtracking") {
// targetTransform = navigationTargets[0].transform;
// } else if (currentImageName == "default") {
// targetTransform = navigationTargets[1].transform;
// }
targetTransform = navigationTargets[targetNumber].transform;
// If a valid target is found, calculate the path
if (targetTransform != null) {
NavMesh.CalculatePath(player.position, targetTransform.position, NavMesh.AllAreas, navMeshPath);
// Debug.Log($"-----------------------------");
// Debug.Log($"NavMesh.CalculatePath debug");
// Debug.Log($"targetTransform.position : {targetTransform.position}");
// Debug.Log($"NavMesh.AllAreas : {NavMesh.AllAreas}");
// Debug.Log($"navMeshPath : {navMeshPath}");
// Debug.Log($"-----------------------------");
if (navMeshPath.status == NavMeshPathStatus.PathComplete) {
line.positionCount = navMeshPath.corners.Length;
line.SetPositions(navMeshPath.corners);
// Debug.Log($"YAY !!!!!!!!!!!!!!");
} else {
line.positionCount = 0;
}
// Debug.Log($"Player Position: {player.position}, Target Position: {targetTransform.position}, Path Status: {navMeshPath.status}");
// Debug.Log($"Path Corners Count: {navMeshPath.corners.Length}");
// Debug.Log($"Name Pic : {currentImageName}");
} else {
// If no valid target is found, clear the line
line.positionCount = 0;
}
// Break after processing the first tracked image
break;
}
} else {
// If no tracked images are available, clear the line
line.positionCount = 0;
}
}
}
private void OnEnable() => m_TrackedImageManager.trackablesChanged.AddListener(OnChanged);
private void OnDisable() => m_TrackedImageManager.trackablesChanged.RemoveListener(OnChanged);
private void OnChanged(ARTrackablesChangedEventArgs<ARTrackedImage> eventArgs) {
foreach (var newImage in eventArgs.added) {
navigationBase = GameObject.Instantiate(trackedImagePrefab);
navigationTargets.Clear();
navigationTargets = navigationBase.transform.GetComponentsInChildren<NavigationTarget>().ToList();
navMeshSurface = navigationBase.transform.GetComponentInChildren<NavMeshSurface>();
}
foreach (var updatedImage in eventArgs.updated) {
// Check if navigationBase is null to avoid null reference exceptions
if (navigationBase == null) {
continue;
}
// Get the current position of navigationBase
Vector3 currentPosition = navigationBase.transform.position;
// Debug.Log(currentImageName);
// Calculate the new position based on the updated image's position
Vector3 newPosition = currentPosition;
if (currentImageName == "front") {
newPosition = updatedImage.pose.position + new Vector3(-1.22f, -1f, 13f);
} else if (currentImageName == "frontright") {
newPosition = updatedImage.pose.position + new Vector3(-8.65f, -1f, 6.25f);
} else if (currentImageName == "rearright") {
newPosition = updatedImage.pose.position + new Vector3(18f, -1f, 6.25f);
} else if (currentImageName == "frontleft") {
newPosition = updatedImage.pose.position + new Vector3(9.65f, -1f, 7.28f);
} else if (currentImageName == "rearleft") {
newPosition = updatedImage.pose.position + new Vector3(-17f, -1f, 7.28f);
} else if (currentImageName == "rear") {
newPosition = updatedImage.pose.position + new Vector3(0.78f, -1f, 19.62f);
}
// Vector3 newPosition = updatedImage.pose.position + new Vector3(-1.22f, -1f, 13f); // invert
// Check if the new position is significantly different from the current position
if (Vector3.Distance(currentPosition, newPosition) > 0.1f) { // Adjust the threshold as needed
if (currentImageName == "front") {
navigationBase.transform.SetPositionAndRotation(newPosition, Quaternion.Euler(0, -updatedImage.pose.rotation.eulerAngles.x, 0));
} else if (currentImageName == "frontright" || currentImageName == "rearright") {
navigationBase.transform.SetPositionAndRotation(newPosition, Quaternion.Euler(0, 90+updatedImage.pose.rotation.eulerAngles.x, 0));
} else if (currentImageName == "frontleft" || currentImageName == "rearleft") {
navigationBase.transform.SetPositionAndRotation(newPosition, Quaternion.Euler(0, 270+updatedImage.pose.rotation.eulerAngles.x, 0));
} else if (currentImageName == "rear") {
navigationBase.transform.SetPositionAndRotation(newPosition, Quaternion.Euler(0, updatedImage.pose.rotation.eulerAngles.x, 0));
}
}
}
foreach (var removedImage in eventArgs.removed) {
// Handle removed images if necessary
}
}
public void HandleDropdown(int val){
targetNumber = val-1;
}
public void DestroyNavigationBase()
{
if (navigationBase != null)
{
Debug.Log("Destroying!!");
Destroy(navigationBase);
}
}
}

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using System.Collections.Generic;
using System.Linq;
using Unity.AI.Navigation;
using UnityEngine;
using UnityEngine.AI;
using UnityEngine.XR.ARFoundation;
using UnityEngine.XR.ARSubsystems;
public class NewIndoorNavWorking : MonoBehaviour
{
[SerializeField] private Transform player;
[SerializeField] private ARTrackedImageManager m_TrackedImageManager;
[SerializeField] private GameObject trackedImagePrefab;
[SerializeField] private LineRenderer line;
private List<NavigationTarget> navigationTargets = new List<NavigationTarget>();
private NavMeshSurface navMeshSurface;
private NavMeshPath navMeshPath;
private GameObject navigationBase;
private ARTrackedImage currentTrackedImage;
private string currentImageName = "front";
public static int targetNumber = StoreDataScript.targetNumber;
private void Start()
{
navMeshPath = new NavMeshPath();
// disable screen dimming
Screen.sleepTimeout = SleepTimeout.NeverSleep;
}
private void Update()
{
if (navigationBase != null && navigationTargets.Count > 0 && navMeshSurface != null)
{
// Check if there are any tracked images
if (m_TrackedImageManager.trackables.count > 0)
{
// Use a foreach loop to get the first tracked image
foreach (var trackedImage in m_TrackedImageManager.trackables)
{
currentImageName = trackedImage.referenceImage.name; // Get the name of the tracked image
Debug.Log(currentImageName);
// Determine which navigation target to use based on the tracked image
Transform targetTransform = null;
targetTransform = navigationTargets[targetNumber].transform;
// If a valid target is found, calculate the path
if (targetTransform != null)
{
NavMesh.CalculatePath(player.position, targetTransform.position, NavMesh.AllAreas, navMeshPath);
if (navMeshPath.status == NavMeshPathStatus.PathComplete)
{
line.positionCount = navMeshPath.corners.Length;
line.SetPositions(navMeshPath.corners);
}
else
{
line.positionCount = 0;
}
}
else
{
// If no valid target is found, clear the line
line.positionCount = 0;
}
// Break after processing the first tracked image
break;
}
}
else
{
// If no tracked images are available, clear the line
line.positionCount = 0;
}
}
}
private void OnEnable() => m_TrackedImageManager.trackablesChanged.AddListener(OnChanged);
private void OnDisable() => m_TrackedImageManager.trackablesChanged.RemoveListener(OnChanged);
private void OnChanged(ARTrackablesChangedEventArgs<ARTrackedImage> eventArgs)
{
Debug.Log("OnChanged event triggered.");
Debug.Log(targetNumber);
// Handle added images
foreach (var newImage in eventArgs.added)
{
string newImageName = newImage.referenceImage.name; // Get the name of the new image
Debug.Log($"New Image Added: {newImageName}");
// Stop using the previous image
if (currentTrackedImage != null && currentTrackedImage != newImage)
{
Debug.Log($"Stopping use of previous image: {currentTrackedImage.referenceImage.name}");
// Destroy any associated game objects here
if (navigationBase != null)
{
Destroy(navigationBase);
}
}
// Set the new image as the current tracked image
currentTrackedImage = newImage;
currentImageName = newImageName;
// Instantiate a new navigationBase
navigationBase = GameObject.Instantiate(trackedImagePrefab);
navigationTargets = navigationBase.transform.GetComponentsInChildren<NavigationTarget>().ToList();
navMeshSurface = navigationBase.transform.GetComponentInChildren<NavMeshSurface>();
}
// Handle updated images
foreach (var updatedImage in eventArgs.updated)
{
if (navigationBase == null)
{
continue;
}
currentImageName = updatedImage.referenceImage.name; // Update currentImageName
Debug.Log($"Image Updated: {currentImageName}");
// Get the current position of navigationBase
Vector3 currentPosition = navigationBase.transform.position;
// Calculate the new position based on the updated image's position
Vector3 newPosition = currentPosition;
if (currentImageName == "front")
{
newPosition = updatedImage.transform.position + new Vector3(-1.22f, -1f, 13f);
}
else if (currentImageName == "frontright")
{
newPosition = updatedImage.transform.position + new Vector3(-8.65f, -1f, 6.25f);
}
else if (currentImageName == "rearright")
{
newPosition = updatedImage.transform.position + new Vector3(18f, -1f, 6.25f);
}
else if (currentImageName == "frontleft")
{
newPosition = updatedImage.transform.position + new Vector3(9.65f, -1f, 7.28f);
}
else if (currentImageName == "rearleft")
{
newPosition = updatedImage.transform.position + new Vector3(-17f, -1f, 7.28f);
}
else if (currentImageName == "rear")
{
newPosition = updatedImage.pose.position + new Vector3(0.78f, -1f, 19.62f);
}
// Check if the new position is significantly different from the current position
if (Vector3.Distance(currentPosition, newPosition) > 0.1f)
{
if (currentImageName == "front")
{
navigationBase.transform.SetPositionAndRotation(newPosition, Quaternion.Euler(0, -updatedImage.transform.rotation.eulerAngles.x, 0));
}
else if (currentImageName == "frontright" || currentImageName == "rearright")
{
navigationBase.transform.SetPositionAndRotation(newPosition, Quaternion.Euler(0, 90 + updatedImage.transform.rotation.eulerAngles.x, 0));
}
else if (currentImageName == "frontleft" || currentImageName == "rearleft")
{
navigationBase.transform.SetPositionAndRotation(newPosition, Quaternion.Euler(0, 270 + updatedImage.transform.rotation.eulerAngles.x, 0));
}
else if (currentImageName == "rear")
{
navigationBase.transform.SetPositionAndRotation(newPosition, Quaternion.Euler(0, updatedImage.pose.rotation.eulerAngles.x, 0));
}
}
}
// Handle removed images if necessary
foreach (var removedImage in eventArgs.removed)
{
Debug.Log($"Image Removed: {removedImage.Value.referenceImage.name}");
if (removedImage.Value == currentTrackedImage)
{
currentTrackedImage = null;
currentImageName = "";
if (navigationBase != null)
{
Destroy(navigationBase);
}
}
}
}
public void HandleDropdown(int val)
{
targetNumber = val - 1;
}
public void DestroyNavigationBase()
{
if (navigationBase != null)
{
Debug.Log("Destroying!!");
Destroy(navigationBase);
}
}
}

View file

@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 858d4f870663e952483e9571c969c273

View file

@ -0,0 +1,26 @@
using UnityEngine;
using UnityEngine.UI;
public class ResetScript : MonoBehaviour
{
public Button yourButton;
public NewIndoorNav newIndoorNav;
void Start()
{
Button btn = yourButton.GetComponent<Button>();
btn.onClick.AddListener(TaskOnClick);
}
void TaskOnClick()
{
newIndoorNav.DestroyNavigationBase();
// bool success = Caching.ClearCache();
// if (!success)
// {
// Debug.Log("Unable to clear cache");
// }
}
}

View file

@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 38dabe32d78e491fe820c763e1391af0

View file

@ -0,0 +1,24 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class SceneManagerScript : MonoBehaviour
{
public int targetNumber = 0;
public void LoadScene(string sceneName){
SceneManager.LoadScene(sceneName);
}
public void LoadAndPassDataScene(string sceneName){
StoreDataScript.targetNumber = targetNumber;
SceneManager.LoadScene(sceneName);
}
public void SetTargetNumber(int val){
if(val > 0) targetNumber = val - 1;
else targetNumber = 0;
Debug.Log(targetNumber);
}
}

View file

@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: c08cf038eba866f0f8141da43be853a2

View file

@ -0,0 +1,6 @@
using UnityEngine;
public class StoreDataScript : MonoBehaviour
{
public static int targetNumber;
}

View file

@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 85153e8d417534bd9bcb81883c6a5c5a

8
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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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