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+<!DOCTYPE html>
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+<html lang="zh-CN">
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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>Chenzhebei-ShanxiMuseum</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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+ <script src="./unityExport.js"></script>
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+ </head>
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+ <body>
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+ <div id="unity-container">
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+ <canvas id="unity-canvas" width="960" height="600" tabindex="-1"></canvas>
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+ <div id="unity-loading-bar">
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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>
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+ </body>
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+ <script>
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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 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 + '/Build.loader.js'
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+ var config = {
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+ dataUrl: buildUrl + '/Build.data.unityweb',
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+ frameworkUrl: buildUrl + '/Build.framework.js.unityweb',
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+ codeUrl: buildUrl + '/Build.wasm.unityweb',
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+ streamingAssetsUrl: 'StreamingAssets',
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+ devicePixelRatio: 2,
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+ companyName: 'FDage',
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+ productName: 'Chenzhebei-ShanxiMuseum',
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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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+ // Mobile device style: fill the whole browser client area with the game canvas:
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+ var meta = document.createElement('meta')
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+ meta.name = 'viewport'
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+ meta.content =
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+ '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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+ document.querySelector('#unity-container').className = 'unity-mobile'
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+ canvas.className = 'unity-mobile'
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+
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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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+ }
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+
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+ loadingBar.style.display = 'block'
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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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+ })
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+ .then(unityInstance => {
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+ loadingBar.style.display = 'none'
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+ window.unityInstance = unityInstance
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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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+</html>
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