s2-dungeonsandexploits/flask/static/js/debug_index.js

98 lines
3.5 KiB
JavaScript
Executable File

const container = document.querySelector("#unity-container");
const canvas = document.querySelector("#unity-canvas");
const loadingBar = document.querySelector("#unity-loading-bar");
const progressBarFull = document.querySelector("#unity-progress-bar-full");
const fullscreenButton = document.querySelector("#unity-fullscreen-button");
const 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";
}
const 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(() => {
warningBanner.removeChild(div);
updateBannerVisibility();
}, 5000);
}
updateBannerVisibility();
}
const baseUrl = "/static/game";
const buildUrl = `${baseUrl}/Build`;
const loaderUrl = `${buildUrl}/WebGL.loader.js`;
const config = {
dataUrl: `${buildUrl}/WebGL.data`,
frameworkUrl: `${buildUrl}/WebGL.framework.js`,
codeUrl: `${buildUrl}/WebGL.wasm`,
streamingAssetsUrl: `${baseUrl}/StreamingAssets`,
companyName: "DefaultCompany",
productName: "game",
productVersion: "1.0",
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)) {
// Mobile device style: fill the whole browser client area with the game canvas:
const 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";
// To lower canvas resolution on mobile devices to gain some
// performance, uncomment the following line:
// config.devicePixelRatio = 1;
} else {
// Desktop style: Render the game canvas in a window that can be maximized to fullscreen:
canvas.style.width = "960px";
canvas.style.height = "600px";
}
loadingBar.style.display = "block";
const 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);