Hunter731/Unity3D-RTS
4
1<!DOCTYPE html>2<html lang="en-us">3 <head>4 <meta charset="utf-8">5 <meta http-equiv="Content-Type" content="text/html; charset=utf-8">6 <title>Unity WebGL Player | RTS</title>7 <link rel="shortcut icon" href="TemplateData/favicon.ico">8 <link rel="stylesheet" href="TemplateData/style.css">9 </head>10 <body>11 <div id="unity-container" class="unity-desktop">12 <canvas id="unity-canvas" width=1650 height=700></canvas>13 <div id="unity-loading-bar">14 <div id="unity-logo"></div>15 <div id="unity-progress-bar-empty">16 <div id="unity-progress-bar-full"></div>17 </div>18 </div>19 <div id="unity-warning"> </div>20 <div id="unity-footer">21 <div id="unity-webgl-logo"></div>22 <div id="unity-fullscreen-button"></div>23 <div id="unity-build-title">RTS</div>24 </div>25 </div>26 <script>27 var container = document.querySelector("#unity-container");28 var canvas = document.querySelector("#unity-canvas");29 var loadingBar = document.querySelector("#unity-loading-bar");30 var progressBarFull = document.querySelector("#unity-progress-bar-full");31 var fullscreenButton = document.querySelector("#unity-fullscreen-button");32 var warningBanner = document.querySelector("#unity-warning");33 34 // Shows a temporary message banner/ribbon for a few seconds, or35 // 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 presented38 // way that non-critical warnings and error messages are presented to the39 // 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 58 var buildUrl = "Build";59 var loaderUrl = buildUrl + "/output.loader.js";60 var config = {61 dataUrl: buildUrl + "/output.data",62 frameworkUrl: buildUrl + "/output.framework.js",63 codeUrl: buildUrl + "/output.wasm",64 streamingAssetsUrl: "StreamingAssets",65 companyName: "DefaultCompany",66 productName: "RTS",67 productVersion: "1.0",68 showBanner: unityShowBanner,69 };70 71 // By default Unity keeps WebGL canvas render target size matched with72 // the DOM size of the canvas element (scaled by window.devicePixelRatio)73 // Set this to false if you want to decouple this synchronization from74 // happening inside the engine, and you would instead like to size up75 // the canvas DOM size and WebGL render target sizes yourself.76 // config.matchWebGLToCanvasSize = false;77 78 if (/iPhone|iPad|iPod|Android/i.test(navigator.userAgent)) {79 // Mobile device style: fill the whole browser client area with the game canvas:80 81 var meta = document.createElement('meta');82 meta.name = 'viewport';83 meta.content = 'width=device-width, height=device-height, initial-scale=1.0, user-scalable=no, shrink-to-fit=yes';84 document.getElementsByTagName('head')[0].appendChild(meta);85 container.className = "unity-mobile";86 canvas.className = "unity-mobile";87 88 // To lower canvas resolution on mobile devices to gain some89 // performance, uncomment the following line:90 // config.devicePixelRatio = 1;91 92 unityShowBanner('WebGL builds are not supported on mobile devices.');93 } else {94 // Desktop style: Render the game canvas in a window that can be maximized to fullscreen:95 96 canvas.style.width = "1650px";97 canvas.style.height = "700px";98 }99 100 loadingBar.style.display = "block";101 102 var script = document.createElement("script");103 script.src = loaderUrl;104 script.onload = () => {105 createUnityInstance(canvas, config, (progress) => {106 progressBarFull.style.width = 100 * progress + "%";107 }).then((unityInstance) => {108 loadingBar.style.display = "none";109 fullscreenButton.onclick = () => {110 unityInstance.SetFullscreen(1);111 };112 }).catch((message) => {113 alert(message);114 });115 };116 document.body.appendChild(script);117 </script>118 </body>119</html>120 