index.html 4.7 KB

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  1. <!DOCTYPE html>
  2. <html lang="zh-CN">
  3. <head>
  4. <meta charset="utf-8">
  5. <meta http-equiv="Content-Type" content="text/html; charset=utf-8">
  6. <title>Chenzhebei-ShanxiMuseum</title>
  7. <link rel="shortcut icon" href="TemplateData/favicon.ico">
  8. <link rel="stylesheet" href="TemplateData/style.css">
  9. <script src="./export_main.js"></script>
  10. <script src="./export_tombstoneView.js"></script>
  11. <script src="./export_roomScene.js"></script>
  12. <script src="./export_drawingBoard.js"></script>
  13. </head>
  14. <body>
  15. <div id="unity-container">
  16. <canvas id="unity-canvas" width=960 height=600 tabindex="-1"></canvas>
  17. <div id="unity-loading-bar">
  18. <div id="unity-progress-bar-empty">
  19. <div id="unity-progress-bar-full"></div>
  20. </div>
  21. </div>
  22. <div id="unity-warning"></div>
  23. <div class="save-image-block">
  24. <img src="" class="save-image-background" alt="">
  25. </div>
  26. </div>
  27. </body>
  28. <script>
  29. var container = document.querySelector("#unity-container");
  30. var canvas = document.querySelector("#unity-canvas");
  31. var loadingBar = document.querySelector("#unity-loading-bar");
  32. var progressBarFull = document.querySelector("#unity-progress-bar-full");
  33. var warningBanner = document.querySelector("#unity-warning");
  34. // Shows a temporary message banner/ribbon for a few seconds, or
  35. // a permanent error message on top of the canvas if type=='error'.
  36. // If type=='warning', a yellow highlight color is used.
  37. // Modify or remove this function to customize the visually presented
  38. // way that non-critical warnings and error messages are presented to the
  39. // user.
  40. function unityShowBanner(msg, type) {
  41. function updateBannerVisibility() {
  42. warningBanner.style.display = warningBanner.children.length ? 'block' : 'none';
  43. }
  44. var div = document.createElement('div');
  45. div.innerHTML = msg;
  46. warningBanner.appendChild(div);
  47. if (type == 'error') div.style = 'background: red; padding: 10px;';
  48. else {
  49. if (type == 'warning') div.style = 'background: yellow; padding: 10px;';
  50. setTimeout(function () {
  51. warningBanner.removeChild(div);
  52. updateBannerVisibility();
  53. }, 5000);
  54. }
  55. updateBannerVisibility();
  56. }
  57. var buildUrl = "Build";
  58. var loaderUrl = buildUrl + "/Build.loader.js";
  59. var config = {
  60. dataUrl: buildUrl + "/Build.data.unityweb",
  61. frameworkUrl: buildUrl + "/Build.framework.js.unityweb",
  62. codeUrl: buildUrl + "/Build.wasm.unityweb",
  63. streamingAssetsUrl: "StreamingAssets",
  64. devicePixelRatio: 2,
  65. companyName: "FDage",
  66. productName: "Chenzhebei-ShanxiMuseum",
  67. productVersion: "0.1",
  68. showBanner: unityShowBanner,
  69. };
  70. // By default Unity keeps WebGL canvas render target size matched with
  71. // the DOM size of the canvas element (scaled by window.devicePixelRatio)
  72. // Set this to false if you want to decouple this synchronization from
  73. // happening inside the engine, and you would instead like to size up
  74. // the canvas DOM size and WebGL render target sizes yourself.
  75. // config.matchWebGLToCanvasSize = false;
  76. if (/iPhone|iPad|iPod|Android/i.test(navigator.userAgent)) {
  77. // Mobile device style: fill the whole browser client area with the game canvas:
  78. var meta = document.createElement('meta');
  79. meta.name = 'viewport';
  80. meta.content = 'width=device-width, height=device-height, initial-scale=1.0, user-scalable=no, shrink-to-fit=yes';
  81. document.getElementsByTagName('head')[0].appendChild(meta);
  82. document.querySelector("#unity-container").className = "unity-mobile";
  83. canvas.className = "unity-mobile";
  84. // To lower canvas resolution on mobile devices to gain some
  85. // performance, uncomment the following line:
  86. // config.devicePixelRatio = 1;
  87. }
  88. loadingBar.style.display = "block";
  89. var script = document.createElement("script");
  90. script.src = loaderUrl;
  91. script.onload = () => {
  92. createUnityInstance(canvas, config, (progress) => {
  93. if (window.parent && window.parent !== window) {
  94. window.parent.unityLoading(progress);
  95. }
  96. progressBarFull.style.width = 100 * progress + "%";
  97. }).then((unityInstance) => {
  98. loadingBar.style.display = "none";
  99. window.unityInstance = unityInstance;
  100. if (window.parent && window.parent !== window) {
  101. window.parent.unityLoading(1);
  102. }
  103. }).catch((message) => {
  104. alert(message);
  105. });
  106. };
  107. document.body.appendChild(script);
  108. </script>
  109. </html>