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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 | Restless Bandit</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=960 height=600 tabindex="-1"></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">Restless Bandit</div> | ||
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<head> | ||
<meta charset="utf-8"> | ||
<meta http-equiv="Content-Type" content="text/html; charset=utf-8"> | ||
<title>Unity WebGL Player | Restless Bandit</title> | ||
<link rel="shortcut icon" href="TemplateData/favicon.ico"> | ||
<link rel="stylesheet" href="TemplateData/style.css"> | ||
</head> | ||
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<body> | ||
<div id="unity-container" class="unity-desktop"> | ||
<canvas id="unity-canvas" width=960 height=600 tabindex="-1"></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> | ||
<script> | ||
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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"); | ||
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// 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(); | ||
<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">Restless Bandit</div> | ||
</div> | ||
</div> | ||
<script> | ||
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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"); | ||
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||
// 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(); | ||
} | ||
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var buildUrl = "Build"; | ||
var loaderUrl = buildUrl + "/BuildWebGLGzip.loader.js"; | ||
var config = { | ||
dataUrl: buildUrl + "/BuildWebGLGzip.data", | ||
frameworkUrl: buildUrl + "/BuildWebGLGzip.framework.js", | ||
codeUrl: buildUrl + "/BuildWebGLGzip.wasm", | ||
streamingAssetsUrl: "StreamingAssets", | ||
companyName: "TheChildrenOfTheBandit", | ||
productName: "Restless Bandit", | ||
productVersion: "1.0", | ||
showBanner: unityShowBanner, | ||
}; | ||
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// 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; | ||
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if (/iPhone|iPad|iPod|Android/i.test(navigator.userAgent)) { | ||
// Mobile device style: fill the whole browser client area with the game canvas: | ||
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var buildUrl = "Build"; | ||
var loaderUrl = buildUrl + "/WebGLBuild.loader.js"; | ||
var config = { | ||
dataUrl: buildUrl + "/WebGLBuild.data", | ||
frameworkUrl: buildUrl + "/WebGLBuild.framework.js", | ||
codeUrl: buildUrl + "/WebGLBuild.wasm", | ||
streamingAssetsUrl: "StreamingAssets", | ||
companyName: "TheChildrenOfTheBandit", | ||
productName: "Restless Bandit", | ||
productVersion: "1.0", | ||
showBanner: unityShowBanner, | ||
}; | ||
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||
// 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; | ||
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if (/iPhone|iPad|iPod|Android/i.test(navigator.userAgent)) { | ||
// Mobile device style: fill the whole browser client area with the game canvas: | ||
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var meta = document.createElement('meta'); | ||
meta.name = 'viewport'; | ||
meta.content = 'width=device-width, height=device-height, initial-scale=1.0, user-scalable=no, shrink-to-fit=yes'; | ||
document.getElementsByTagName('head')[0].appendChild(meta); | ||
container.className = "unity-mobile"; | ||
canvas.className = "unity-mobile"; | ||
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// To lower canvas resolution on mobile devices to gain some | ||
// performance, uncomment the following line: | ||
// config.devicePixelRatio = 1; | ||
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} else { | ||
// Desktop style: Render the game canvas in a window that can be maximized to fullscreen: | ||
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canvas.style.width = "960px"; | ||
canvas.style.height = "600px"; | ||
var meta = document.createElement('meta'); | ||
meta.name = 'viewport'; | ||
meta.content = 'width=device-width, height=device-height, initial-scale=1.0, user-scalable=no, shrink-to-fit=yes'; | ||
document.getElementsByTagName('head')[0].appendChild(meta); | ||
container.className = "unity-mobile"; | ||
canvas.className = "unity-mobile"; | ||
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// To lower canvas resolution on mobile devices to gain some | ||
// performance, uncomment the following line: | ||
// config.devicePixelRatio = 1; | ||
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// Ensure canvas fits width and maintains aspect ratio | ||
function resizeCanvas() { | ||
var aspectRatio = 960 / 600; | ||
var width = window.innerWidth; | ||
var height = window.innerWidth / aspectRatio; | ||
canvas.style.width = width + 'px'; | ||
canvas.style.height = height + 'px'; | ||
} | ||
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canvas.style.background = "url('" + buildUrl + "/WebGLBuild.jpg') center / cover"; | ||
loadingBar.style.display = "block"; | ||
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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); | ||
}); | ||
}; | ||
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document.body.appendChild(script); | ||
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</script> | ||
</body> | ||
window.addEventListener('resize', resizeCanvas); | ||
resizeCanvas(); | ||
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} else { | ||
// Desktop style: Render the game canvas in a window that can be maximized to fullscreen: | ||
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canvas.style.width = "960px"; | ||
canvas.style.height = "600px"; | ||
} | ||
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canvas.style.background = "url('" + buildUrl + "/BuildWebGLGzip.jpg') center / cover"; | ||
loadingBar.style.display = "block"; | ||
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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); | ||
}); | ||
}; | ||
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document.body.appendChild(script); | ||
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</script> | ||
</body> | ||
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</html> |