97 lines
3.7 KiB
HTML
97 lines
3.7 KiB
HTML
<!DOCTYPE html>
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<html lang="en-us">
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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>Townscaper</title>
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<link rel="manifest" href="manifest.json">
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<meta name="mobile-web-app-capable" content="yes">
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<meta name="apple-mobile-web-app-capable" content="yes">
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<meta name="application-name" content="Native">
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<meta name="apple-mobile-web-app-title" content="Native">
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<meta name="theme-color" content="#0275d8">
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<meta name="msapplication-navbutton-color" content="#0275d8">
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<meta name="apple-mobile-web-app-status-bar-style" content="black-translucent">
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<meta name="msapplication-starturl" content="/">
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<meta name="viewport" content="width=device-width, initial-scale=1, shrink-to-fit=no">
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<link rel="icon" type="image/png" sizes="195x253" href="images/native.png">
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<link rel="apple-touch-icon" type="image/png" sizes="195x253" href="images/native.png">
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<link rel="icon" href="TemplateData/favicon.ico">
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<link rel="stylesheet" href="TemplateData/style.css">
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<script type="application/javascript" src="/js/main.js"></script>
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</head>
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<body>
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<div id="unity-container" class="unity-desktop">
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<canvas id="unity-canvas"></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-mobile-warning">
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WebGL builds are not supported on mobile devices.
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</div>
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</div>
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<script>
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var buildUrl = "Build";
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var loaderUrl = buildUrl + "/WebGL.loader.js";
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var config = {
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dataUrl: buildUrl + "/WebGL.data",
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frameworkUrl: buildUrl + "/WebGL.framework.js",
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codeUrl: buildUrl + "/WebGL.wasm",
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streamingAssetsUrl: "StreamingAssets",
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companyName: "3kh0",
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productName: "Townscaper",
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productVersion: "0.23",
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};
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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 mobileWarning = document.querySelector("#unity-mobile-warning");
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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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if (/iPhone|iPad|iPod|Android/i.test(navigator.userAgent)) {
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container.className = "unity-mobile";
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// Avoid draining fillrate performance on mobile devices,
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// and default/override low DPI mode on mobile browsers. Hello3
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config.devicePixelRatio = 1;
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mobileWarning.style.display = "block";
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setTimeout(() => {
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mobileWarning.style.display = "none";
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}, 5000);
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} else {
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//canvas.style.width = "100%";
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//canvas.style.height = "100%";
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}
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canvas.style.background = "url('" + buildUrl + "/WebGL.jpg') center / cover";
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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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}).then((unityInstance) => {
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loadingBar.style.display = "none";
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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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</body>
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</html> |