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152 lines
6.0 KiB
HTML
152 lines
6.0 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>Unity WebGL Player | {{{ PRODUCT_NAME }}}</title>
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<link rel="shortcut icon" href="TemplateData/favicon.ico">
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<link rel="stylesheet" href="TemplateData/style.css">
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<!-- Firebase App (the core Firebase SDK) -->
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<script src="https://www.gstatic.com/firebasejs/11.8.0/firebase-app-compat.js"></script>
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<script src="https://www.gstatic.com/firebasejs/11.8.0/firebase-firestore-compat.js"></script>
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<script>
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// Your web app's Firebase configuration
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const firebaseConfig = {
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apiKey: "AIzaSyA0ihvRTJRRxln62HGx1-gxT7ZPfdu_B7I",
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authDomain: "chainsafedemo.firebaseapp.com",
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projectId: "chainsafedemo",
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storageBucket: "chainsafedemo.firebasestorage.app",
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messagingSenderId: "787379296927",
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appId: "1:787379296927:web:7121d99da4d66ee62760aa"
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};
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// Initialize Firebase
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firebase.initializeApp(firebaseConfig);
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// Initialize Firestore and make it globally accessible
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window.db = firebase.firestore();
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</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" width={{{ WIDTH }}} height={{{ HEIGHT }}}></canvas>
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<div id="unity-loading-bar">
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<div id="unity-logo"></div>
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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-warning"> </div>
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<div id="unity-footer">
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<div id="unity-webgl-logo"></div>
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<div id="unity-fullscreen-button"></div>
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<div id="unity-build-title">{{{ PRODUCT_NAME }}}</div>
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</div>
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</div>
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<script>
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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 fullscreenButton = document.querySelector("#unity-fullscreen-button");
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var warningBanner = document.querySelector("#unity-warning");
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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 ? 'block' : '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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#if USE_WASM
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codeUrl: buildUrl + "/{{{ CODE_FILENAME }}}",
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#endif
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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: {{{ JSON.stringify(COMPANY_NAME) }}},
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productName: {{{ JSON.stringify(PRODUCT_NAME) }}},
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productVersion: {{{ JSON.stringify(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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// Mobile device style: fill the whole browser client area with the game canvas:
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var meta = document.createElement('meta');
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meta.name = 'viewport';
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meta.content = 'width=device-width, height=device-height, initial-scale=1.0, user-scalable=no, shrink-to-fit=yes';
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document.getElementsByTagName('head')[0].appendChild(meta);
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container.className = "unity-mobile";
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canvas.className = "unity-mobile";
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// To lower canvas resolution on mobile devices to gain some
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// performance, uncomment the following line:
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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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// Desktop style: Render the game canvas in a window that can be maximized to fullscreen:
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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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}).then((unityInstance) => {
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web3UnityInstance = unityInstance;
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loadingBar.style.display = "none";
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fullscreenButton.onclick = () => {
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unityInstance.SetFullscreen(1);
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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);
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</script>
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</body>
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</html>
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