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forked from sent/waves
waves/public/assets/g/ages-of-conflict/index.html
2025-04-09 17:11:14 -05:00

124 lines
4.9 KiB
HTML

<!DOCTYPE html>
<html lang="en-us">
<head>
<meta charset="utf-8" />
<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
<title>Ages of Conflict</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="1280" height="720"></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">Ages of Conflict</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 + "/v1.04.2w.loader.js";
var config = {
dataUrl: buildUrl + "/v1.04.2w.data.unityweb",
frameworkUrl: buildUrl + "/v1.04.2w.framework.js.unityweb",
codeUrl: buildUrl + "/v1.04.2w.wasm.unityweb",
streamingAssetsUrl: "StreamingAssets",
companyName: "JokuPelle",
productName: "Ages of Conflict",
productVersion: "1.04.2",
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)) {
// Mobile device style: fill the whole browser client area with the game canvas:
var meta = document.createElement("meta");
meta.name = "viewport";
meta.content = "width=device-width, height=device-height, initial-scale=1.0, user-scalable=no, shrink-to-fit=yes";
document.getElementsByTagName("head")[0].appendChild(meta);
container.className = "unity-mobile";
// To lower canvas resolution on mobile devices to gain some
// performance, uncomment the following line:
// config.devicePixelRatio = 1;
canvas.style.width = window.innerWidth + "px";
canvas.style.height = window.innerHeight + "px";
unityShowBanner("WebGL builds are not supported on mobile devices.");
} else {
// Desktop style: Render the game canvas in a window that can be maximized to fullscreen:
canvas.style.width = "1280px";
canvas.style.height = "720px";
}
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>