lsc 3 jaren geleden
bovenliggende
commit
e472107eca

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dist/Build/dist.data.gz


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dist/Build/dist.framework.js.gz


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dist/Build/dist.loader.js


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dist/Build/dist.wasm.gz


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dist/TemplateData/favicon.ico


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dist/TemplateData/fullscreen-button.png


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dist/TemplateData/progress-bar-empty-dark.png


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dist/TemplateData/progress-bar-empty-light.png


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dist/TemplateData/progress-bar-full-dark.png


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dist/TemplateData/progress-bar-full-light.png


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dist/TemplateData/style.css

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+body { padding: 0; margin: 0 }
+#unity-container { position: absolute }
+#unity-container.unity-desktop { left: 50%; top: 50%; transform: translate(-50%, -50%) }
+#unity-container.unity-mobile { width: 100%; height: 100% }
+#unity-canvas { background: #231F20 }
+.unity-mobile #unity-canvas { width: 100%; height: 100% }
+#unity-loading-bar { position: absolute; left: 50%; top: 50%; transform: translate(-50%, -50%); display: none }
+#unity-logo { width: 154px; height: 130px; background: url('unity-logo-dark.png') no-repeat center }
+#unity-progress-bar-empty { width: 141px; height: 18px; margin-top: 10px; background: url('progress-bar-empty-dark.png') no-repeat center }
+#unity-progress-bar-full { width: 0%; height: 18px; margin-top: 10px; background: url('progress-bar-full-dark.png') no-repeat center }
+#unity-footer { position: relative }
+.unity-mobile #unity-footer { display: none }
+#unity-webgl-logo { float:left; width: 204px; height: 38px; background: url('webgl-logo.png') no-repeat center }
+#unity-build-title { float: right; margin-right: 10px; line-height: 38px; font-family: arial; font-size: 18px }
+#unity-fullscreen-button { float: right; width: 38px; height: 38px; background: url('fullscreen-button.png') no-repeat center }
+#unity-warning { position: absolute; left: 50%; top: 5%; transform: translate(-50%); background: white; padding: 10px; display: none }

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dist/TemplateData/unity-logo-dark.png


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dist/TemplateData/unity-logo-light.png


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dist/TemplateData/webgl-logo.png


+ 107 - 0
dist/index.html

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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 | test3</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></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">test3</div>
+      </div>
+    </div>
+    <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 + "/dist.loader.js";
+      var config = {
+        dataUrl: buildUrl + "/dist.data.gz",
+        frameworkUrl: buildUrl + "/dist.framework.js.gz",
+        codeUrl: buildUrl + "/dist.wasm.gz",
+        streamingAssetsUrl: "StreamingAssets",
+        companyName: "DefaultCompany",
+        productName: "test3",
+        productVersion: "0.1",
+        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 = "960px";
+        canvas.style.height = "600px";
+      }
+      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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