88 lines
3.1 KiB
JavaScript
88 lines
3.1 KiB
JavaScript
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// Shows a temporary message banner/ribbon for a few seconds, or
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// a permanent error message on top of the canvas if type=='error'.
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// If type=='warning', a yellow highlight color is used.
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// Modify or remove this function to customize the visually presented
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// way that non-critical warnings and error messages are presented to the
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// user.
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function unityShowBanner(msg, type) {
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function updateBannerVisibility() {
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warningBanner.style.display = warningBanner.children.length
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? "block"
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: "none";
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}
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var div = document.createElement("div");
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div.innerHTML = msg;
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warningBanner.appendChild(div);
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if (type == "error") div.style = "background: red; padding: 10px;";
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else {
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if (type == "warning") div.style = "background: yellow; padding: 10px;";
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setTimeout(function () {
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warningBanner.removeChild(div);
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updateBannerVisibility();
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}, 5000);
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}
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updateBannerVisibility();
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}
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var buildUrl = "Build";
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var loaderUrl = buildUrl + "/{{{ LOADER_FILENAME }}}";
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var config = {
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dataUrl: buildUrl + "/{{{ DATA_FILENAME }}}",
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frameworkUrl: buildUrl + "/{{{ FRAMEWORK_FILENAME }}}",
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codeUrl: buildUrl + "/{{{ CODE_FILENAME }}}",
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#if MEMORY_FILENAME
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memoryUrl: buildUrl + "/{{{ MEMORY_FILENAME }}}",
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#endif
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#if SYMBOLS_FILENAME
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symbolsUrl: buildUrl + "/{{{ SYMBOLS_FILENAME }}}",
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#endif
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streamingAssetsUrl: "StreamingAssets",
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companyName: "{{{ COMPANY_NAME }}}",
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productName: "{{{ PRODUCT_NAME }}}",
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productVersion: "{{{ PRODUCT_VERSION }}}",
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showBanner: unityShowBanner,
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};
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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.
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config.devicePixelRatio = 1;
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unityShowBanner('WebGL builds are not supported on mobile devices.');
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} else {
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canvas.style.width = "{{{ WIDTH }}}px";
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canvas.style.height = "{{{ HEIGHT }}}px";
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}
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#if BACKGROUND_FILENAME
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canvas.style.background = "url('" + buildUrl + "/{{{ BACKGROUND_FILENAME.replace(/'/g, '%27') }}}') center / cover";
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#endif
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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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})
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.then((unityInstance) => {
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unityGame = unityInstance;
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loadingBar.style.display = "none";
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fullscreenButton.onclick = () => {
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canvasWrapper.requestFullscreen();
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};
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})
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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); |