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index.html
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<!DOCTYPE html>
<html lang="en-us">
<head>
<meta charset="utf-8">
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<title>Unity Web Player | basket game</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=960 height=600 tabindex="-1"></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-logo-title-footer"></div>
<div id="unity-fullscreen-button"></div>
<div id="unity-build-title">basket game</div>
</div>
</div>
<script>
var canvas = document.querySelector("#unity-canvas");
// 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) {
var warningBanner = document.querySelector("#unity-warning");
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 + "/1.loader.js";
var config = {
arguments: [],
dataUrl: buildUrl + "/1.data",
frameworkUrl: buildUrl + "/1.framework.js",
codeUrl: buildUrl + "/1.wasm",
streamingAssetsUrl: "StreamingAssets",
companyName: "DefaultCompany",
productName: "basket game",
productVersion: "0.1",
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 you would like all file writes inside Unity Application.persistentDataPath
// directory to automatically persist so that the contents are remembered when
// the user revisits the site the next time, uncomment the following line:
// config.autoSyncPersistentDataPath = true;
// This autosyncing is currently not the default behavior to avoid regressing
// existing user projects that might rely on the earlier manual
// JS_FileSystem_Sync() behavior, but in future Unity version, this will be
// expected to change.
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);
document.querySelector("#unity-container").className = "unity-mobile";
canvas.className = "unity-mobile";
// To lower canvas resolution on mobile devices to gain some
// performance, uncomment the following line:
// config.devicePixelRatio = 1;
} else {
// Desktop style: Render the game canvas in a window that can be maximized to fullscreen:
canvas.style.width = "960px";
canvas.style.height = "600px";
}
document.querySelector("#unity-loading-bar").style.display = "block";
var script = document.createElement("script");
script.src = loaderUrl;
script.onload = () => {
createUnityInstance(canvas, config, (progress) => {
document.querySelector("#unity-progress-bar-full").style.width = 100 * progress + "%";
}).then((unityInstance) => {
document.querySelector("#unity-loading-bar").style.display = "none";
document.querySelector("#unity-fullscreen-button").onclick = () => {
unityInstance.SetFullscreen(1);
};
// Unloading web content from DOM so that browser GC can run can be tricky to get right.
// This code snippet shows how to correctly implement a Unity content Unload mechanism to a web page.
// Unloading Unity content enables a web page to reclaim the memory used by Unity, e.g. for
// the purpose of later loading another Unity content instance on the _same_ web page.
// When using this functionality, take caution to carefully make sure to clear all JavaScript code,
// DOM element and event handler references to the old content you may have retained, or
// otherwise the browser's garbage collector will be unable to reclaim the old page.
// N.b. Unity content does _not_ need to be manually unloaded when the user is navigating away from
// the current page to another web page. The browser will take care to clear memory of old visited
// pages automatically. This functionality is only needed if you want to switch between loading
// multiple Unity builds on a single web page.
var quit = document.createElement("button");
quit.style = "margin-left: 5px; background-color: lightgray; border: none; padding: 5px; cursor: pointer";
quit.innerHTML = "Unload";
document.querySelector("#unity-build-title").appendChild(quit);
quit.onclick = () => {
// Quit Unity application execution
unityInstance.Quit().then(() => {
// Remove DOM elements from the page so GC can run
document.querySelector("#unity-container").remove();
canvas = null;
// Remover script elements from the page so GC can run
script.remove();
script = null;
});
};
}).catch((message) => {
alert(message);
});
};
document.body.appendChild(script);
</script>
</body>
</html>