index.html 5.0 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="index.css">
  9. <link rel="stylesheet" href="TemplateData/style.css">
  10. <script src="./export_main.js"></script>
  11. <script src="./export_tombstoneView.js"></script>
  12. <script src="./export_roomScene.js"></script>
  13. <script src="./export_drawingBoard.js"></script>
  14. </head>
  15. <body>
  16. <div id="unity-container">
  17. <canvas id="unity-canvas" width=960 height=600 tabindex="-1"></canvas>
  18. <div id="unity-loading-bar">
  19. <div id="unity-progress-bar-empty">
  20. <div id="unity-progress-bar-full"></div>
  21. </div>
  22. </div>
  23. <div id="unity-warning"></div>
  24. <div class="save-image-block">
  25. <img src="" class="save-image-background" alt="">
  26. </div>
  27. </div>
  28. </body>
  29. <script>
  30. window.isMobile = function () {
  31. return /(iPad)|(iPhone)|(iPod)|(android)|(webOS)/i.test(navigator.userAgent);
  32. }
  33. var container = document.querySelector("#unity-container");
  34. var canvas = document.querySelector("#unity-canvas");
  35. var loadingBar = document.querySelector("#unity-loading-bar");
  36. var progressBarFull = document.querySelector("#unity-progress-bar-full");
  37. var warningBanner = document.querySelector("#unity-warning");
  38. // Shows a temporary message banner/ribbon for a few seconds, or
  39. // a permanent error message on top of the canvas if type=='error'.
  40. // If type=='warning', a yellow highlight color is used.
  41. // Modify or remove this function to customize the visually presented
  42. // way that non-critical warnings and error messages are presented to the
  43. // user.
  44. function unityShowBanner(msg, type) {
  45. function updateBannerVisibility() {
  46. warningBanner.style.display = warningBanner.children.length ? 'block' : 'none';
  47. }
  48. var div = document.createElement('div');
  49. div.innerHTML = msg;
  50. warningBanner.appendChild(div);
  51. if (type == 'error') div.style = 'background: red; padding: 10px;';
  52. else {
  53. if (type == 'warning') div.style = 'background: yellow; padding: 10px;';
  54. setTimeout(function () {
  55. warningBanner.removeChild(div);
  56. updateBannerVisibility();
  57. }, 5000);
  58. }
  59. updateBannerVisibility();
  60. }
  61. var buildUrl = "Build";
  62. var loaderUrl = buildUrl + "/Build.loader.js";
  63. var config = {
  64. dataUrl: buildUrl + "/Build.data.unityweb",
  65. frameworkUrl: buildUrl + "/Build.framework.js.unityweb",
  66. codeUrl: buildUrl + "/Build.wasm.unityweb",
  67. streamingAssetsUrl: "StreamingAssets",
  68. devicePixelRatio: window.isMobile() ? 1 : 0,
  69. companyName: "FDage",
  70. productName: "Chenzhebei-ShanxiMuseum",
  71. productVersion: "0.1",
  72. showBanner: unityShowBanner,
  73. };
  74. // By default Unity keeps WebGL canvas render target size matched with
  75. // the DOM size of the canvas element (scaled by window.devicePixelRatio)
  76. // Set this to false if you want to decouple this synchronization from
  77. // happening inside the engine, and you would instead like to size up
  78. // the canvas DOM size and WebGL render target sizes yourself.
  79. // config.matchWebGLToCanvasSize = false;
  80. if (/iPhone|iPad|iPod|Android/i.test(navigator.userAgent)) {
  81. // Mobile device style: fill the whole browser client area with the game canvas:
  82. var meta = document.createElement('meta');
  83. meta.name = 'viewport';
  84. meta.content = 'width=device-width, height=device-height, initial-scale=1.0, user-scalable=no, shrink-to-fit=yes';
  85. document.getElementsByTagName('head')[0].appendChild(meta);
  86. document.querySelector("#unity-container").className = "unity-mobile";
  87. canvas.className = "unity-mobile";
  88. // To lower canvas resolution on mobile devices to gain some
  89. // performance, uncomment the following line:
  90. // config.devicePixelRatio = 1;
  91. }
  92. loadingBar.style.display = "block";
  93. var script = document.createElement("script");
  94. script.src = loaderUrl;
  95. script.onload = () => {
  96. createUnityInstance(canvas, config, (progress) => {
  97. if (window.parent && window.parent !== window) {
  98. window.parent.unityLoading(progress);
  99. }
  100. progressBarFull.style.width = 100 * progress + "%";
  101. }).then((unityInstance) => {
  102. loadingBar.style.display = "none";
  103. window.unityInstance = unityInstance;
  104. if (window.parent && window.parent !== window) {
  105. window.parent.unityLoading(1);
  106. }
  107. }).catch((message) => {
  108. alert(message);
  109. });
  110. };
  111. document.body.appendChild(script);
  112. </script>
  113. </html>