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+<!DOCTYPE html>
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+<html lang="en-us">
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+
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+<head>
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+ <meta charset="utf-8">
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+ <meta http-equiv="Content-Type" content="text/html; charset=utf-8">
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+ <title>Unity WebGL Player | test3</title>
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+ <link rel="shortcut icon" href="TemplateData/favicon.ico">
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+ <link rel="stylesheet" href="TemplateData/style.css">
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+
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+</head>
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+
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+<body onresize="Reset()" scroll="no" style="overflow:hidden">
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+ <div id="unity-container" class="unity-desktop" style="width: 100%; height: 100%;margin:auto">
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+ <canvas id="unity-canvas" width=960 height=600></canvas>
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+ <div id="unity-loading-bar">
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+ <div id="unity-logo"></div>
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+ <div id="unity-progress-bar-empty">
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+ <div id="unity-progress-bar-full"></div>
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+ </div>
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+ </div>
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+ <div id="unity-warning"> </div>
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+ <div id="unity-footer">
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+ <div id="unity-webgl-logo"></div>
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+ <div id="unity-fullscreen-button"></div>
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+ <div id="unity-build-title">test3</div>
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+ </div>
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+ </div>
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+ <script>
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+ function Reset() {
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+ var canvas = document.getElementById("#canvas");//获取#canvas
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+ canvas.height = document.documentElement.clientHeight;//获取body可见区域高度
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+ canvas.width = document.documentElement.clientWidth;//获取body可见区域高度
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+
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+ }
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+
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+ var container = document.querySelector("#unity-container");
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+ var canvas = document.querySelector("#unity-canvas");
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+ var loadingBar = document.querySelector("#unity-loading-bar");
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+ var progressBarFull = document.querySelector("#unity-progress-bar-full");
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+ var fullscreenButton = document.querySelector("#unity-fullscreen-button");
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+ var warningBanner = document.querySelector("#unity-warning");
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+
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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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+ var 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') div.style = 'background: red; padding: 10px;';
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+ else {
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+ if (type == 'warning') div.style = 'background: yellow; padding: 10px;';
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+ setTimeout(function () {
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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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+
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+ var buildUrl = "Build";
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+ var loaderUrl = buildUrl + "/dist.loader.js";
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+ var config = {
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+ dataUrl: buildUrl + "/dist.data.gz",
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+ frameworkUrl: buildUrl + "/dist.framework.js.gz",
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+ codeUrl: buildUrl + "/dist.wasm.gz",
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+ streamingAssetsUrl: "StreamingAssets",
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+ companyName: "DefaultCompany",
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+ productName: "test3",
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+ productVersion: "0.1",
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+ showBanner: unityShowBanner,
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+ };
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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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+
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+ if (/iPhone|iPad|iPod|Android/i.test(navigator.userAgent)) {
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+ container.className = "unity-mobile";
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+ // Avoid draining fillrate performance on mobile devices,
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+ // and default/override low DPI mode on mobile browsers.
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+ config.devicePixelRatio = 1;
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+ unityShowBanner('WebGL builds are not supported on mobile devices.');
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+ } else {
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+ canvas.style.width = "100%";
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+ canvas.style.height = "100%";
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+ }
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+ loadingBar.style.display = "block";
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+
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+ var 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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+ </script>
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+</body>
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+
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+</html>
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