98 lines
3.5 KiB
JavaScript
Executable File
98 lines
3.5 KiB
JavaScript
Executable File
const container = document.querySelector("#unity-container");
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const canvas = document.querySelector("#unity-canvas");
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const loadingBar = document.querySelector("#unity-loading-bar");
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const progressBarFull = document.querySelector("#unity-progress-bar-full");
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const fullscreenButton = document.querySelector("#unity-fullscreen-button");
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const warningBanner = document.querySelector("#unity-warning");
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// Shows a temporary message banner/ribbon for a few seconds, or
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// a permanent error message on top of the canvas if type=="error".
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// If type=="warning", a yellow highlight color is used.
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// Modify or remove this function to customize the visually presented
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// way that non-critical warnings and error messages are presented to the
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// user.
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function unityShowBanner(msg, type) {
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function updateBannerVisibility() {
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warningBanner.style.display = warningBanner.children.length ? "block" : "none";
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}
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const div = document.createElement("div");
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div.innerHTML = msg;
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warningBanner.appendChild(div);
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if (type == "error") {
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div.style = "background: red; padding: 10px;";
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} else {
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if (type == "warning") {
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div.style = "background: yellow; padding: 10px;";
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}
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setTimeout(() => {
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warningBanner.removeChild(div);
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updateBannerVisibility();
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}, 5000);
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}
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updateBannerVisibility();
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}
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const baseUrl = "/static/game";
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const buildUrl = `${baseUrl}/Build`;
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const loaderUrl = `${buildUrl}/WebGL.loader.js`;
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const config = {
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dataUrl: `${buildUrl}/WebGL.data`,
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frameworkUrl: `${buildUrl}/WebGL.framework.js`,
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codeUrl: `${buildUrl}/WebGL.wasm`,
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streamingAssetsUrl: `${baseUrl}/StreamingAssets`,
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companyName: "DefaultCompany",
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productName: "game",
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productVersion: "1.0",
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showBanner: unityShowBanner
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};
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// By default Unity keeps WebGL canvas render target size matched with
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// the DOM size of the canvas element (scaled by window.devicePixelRatio)
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// Set this to false if you want to decouple this synchronization from
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// happening inside the engine, and you would instead like to size up
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// the canvas DOM size and WebGL render target sizes yourself.
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// config.matchWebGLToCanvasSize = false;
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if (/iPhone|iPad|iPod|Android/i.test(navigator.userAgent)) {
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// Mobile device style: fill the whole browser client area with the game canvas:
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const meta = document.createElement("meta");
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meta.name = "viewport";
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meta.content = "width=device-width, height=device-height, initial-scale=1.0, user-scalable=no, shrink-to-fit=yes";
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document.getElementsByTagName("head")[0].appendChild(meta);
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container.className = "unity-mobile";
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canvas.className = "unity-mobile";
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// To lower canvas resolution on mobile devices to gain some
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// performance, uncomment the following line:
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// config.devicePixelRatio = 1;
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} else {
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// Desktop style: Render the game canvas in a window that can be maximized to fullscreen:
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canvas.style.width = "960px";
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canvas.style.height = "600px";
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}
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loadingBar.style.display = "block";
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const script = document.createElement("script");
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script.src = loaderUrl;
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script.onload = () => {
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createUnityInstance(canvas, config, progress => {
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progressBarFull.style.width = `${100 * progress}%`;
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}).then(unityInstance => {
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loadingBar.style.display = "none";
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fullscreenButton.onclick = () => {
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unityInstance.SetFullscreen(1);
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};
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}).catch(message => {
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alert(message);
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});
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};
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document.body.appendChild(script);
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