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- <!DOCTYPE html>
- <html lang="en-us">
- <head>
- <meta charset="utf-8">
- <meta http-equiv="Content-Type" content="text/html; charset=utf-8">
- <title>Unity WebGL Player | {{{ PRODUCT_NAME }}}</title>
- <link rel="shortcut icon" href="TemplateData/favicon.ico">
- <link rel="stylesheet" href="TemplateData/style.css">
- </head>
- <body>
- <div id="unity-container" class="unity-desktop">
- <canvas id="unity-canvas" width={{{ WIDTH }}} height={{{ HEIGHT }}}></canvas>
- <div id="unity-loading-bar">
- <div id="unity-logo"></div>
- <div id="unity-progress-bar-empty">
- <div id="unity-progress-bar-full"></div>
- </div>
- </div>
- <div id="unity-warning"> </div>
- <div id="unity-footer">
- <div id="unity-webgl-logo"></div>
- <div id="unity-fullscreen-button"></div>
- <div id="unity-build-title">{{{ PRODUCT_NAME }}}</div>
- </div>
- </div>
- <script src="web3/index.js"></script>
- <script>
- var container = document.querySelector("#unity-container");
- var canvas = document.querySelector("#unity-canvas");
- var loadingBar = document.querySelector("#unity-loading-bar");
- var progressBarFull = document.querySelector("#unity-progress-bar-full");
- var fullscreenButton = document.querySelector("#unity-fullscreen-button");
- var warningBanner = document.querySelector("#unity-warning");
- // Shows a temporary message banner/ribbon for a few seconds, or
- // a permanent error message on top of the canvas if type=='error'.
- // If type=='warning', a yellow highlight color is used.
- // Modify or remove this function to customize the visually presented
- // way that non-critical warnings and error messages are presented to the
- // user.
- function unityShowBanner(msg, type) {
- function updateBannerVisibility() {
- warningBanner.style.display = warningBanner.children.length ? 'block' : 'none';
- }
- var div = document.createElement('div');
- div.innerHTML = msg;
- warningBanner.appendChild(div);
- if (type == 'error') div.style = 'background: red; padding: 10px;';
- else {
- if (type == 'warning') div.style = 'background: yellow; padding: 10px;';
- setTimeout(function() {
- warningBanner.removeChild(div);
- updateBannerVisibility();
- }, 5000);
- }
- updateBannerVisibility();
- }
- var buildUrl = "Build";
- var loaderUrl = buildUrl + "/{{{ LOADER_FILENAME }}}";
- var config = {
- dataUrl: buildUrl + "/{{{ DATA_FILENAME }}}",
- frameworkUrl: buildUrl + "/{{{ FRAMEWORK_FILENAME }}}",
- codeUrl: buildUrl + "/{{{ CODE_FILENAME }}}",
- #if MEMORY_FILENAME
- memoryUrl: buildUrl + "/{{{ MEMORY_FILENAME }}}",
- #endif
- #if SYMBOLS_FILENAME
- symbolsUrl: buildUrl + "/{{{ SYMBOLS_FILENAME }}}",
- #endif
- streamingAssetsUrl: "StreamingAssets",
- companyName: "{{{ COMPANY_NAME }}}",
- productName: "{{{ PRODUCT_NAME }}}",
- productVersion: "{{{ PRODUCT_VERSION }}}",
- showBanner: unityShowBanner,
- };
- // By default Unity keeps WebGL canvas render target size matched with
- // the DOM size of the canvas element (scaled by window.devicePixelRatio)
- // Set this to false if you want to decouple this synchronization from
- // happening inside the engine, and you would instead like to size up
- // the canvas DOM size and WebGL render target sizes yourself.
- // config.matchWebGLToCanvasSize = false;
- if (/iPhone|iPad|iPod|Android/i.test(navigator.userAgent)) {
- container.className = "unity-mobile";
- // Avoid draining fillrate performance on mobile devices,
- // and default/override low DPI mode on mobile browsers.
- config.devicePixelRatio = 1;
- unityShowBanner('WebGL builds are not supported on mobile devices.');
- } else {
- canvas.style.width = "{{{ WIDTH }}}px";
- canvas.style.height = "{{{ HEIGHT }}}px";
- }
- #if BACKGROUND_FILENAME
- canvas.style.background = "url('" + buildUrl + "/{{{ BACKGROUND_FILENAME.replace(/'/g, '%27') }}}') center / cover";
- #endif
- loadingBar.style.display = "block";
- var script = document.createElement("script");
- script.src = loaderUrl;
- script.onload = () => {
- createUnityInstance(canvas, config, (progress) => {
- progressBarFull.style.width = 100 * progress + "%";
- }).then((unityInstance) => {
- loadingBar.style.display = "none";
- fullscreenButton.onclick = () => {
- unityInstance.SetFullscreen(1);
- };
- }).catch((message) => {
- alert(message);
- });
- };
- document.body.appendChild(script);
- </script>
- </body>
- </html>
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