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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 WebGL Player | モクモクラン</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=900 height=600></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="TextInputRoot" style="display:none;">
		<div style="width:100%;height:100%;position:fixed;top:0%;z-index:2147483647;">
		<script>
			function setActiveValue(){
			  document.getElementById("MokuranFreeTextInputActive").value = 1;
			}
			function setDeactiveValue(){
			  document.getElementById("MokuranFreeTextInputActive").value = 0;
			  document.getElementById("TextInputRoot" ).style.display = "none";
			}
			function sendMessage(e){
				if (e.keyCode == 13){
					document.getElementById("MokuranFreeTextInputIsSendAble").value = 1;
					console.log("send message is called.")
				}
			}
		</script>
			<div style="position:relative;top:86.5%;left:14px;" align="center" vertical-align="middle">
				<div>
					<input type="text" id="MokuranFreeTextInput" onclick="setActiveValue()" onfocusout="setDeactiveValue()" onkeydown="sendMessage(event)" size="50"
						style="
							width:400px;
							height:28px;
							border: 2px solid #171717;
							border-radius: 4px; 
							background-color: #515151;
							color: #FFFFFF;">
					<input type="hidden" id="MokuranFreeTextInputActive" value=0 style="position:relative;top:60%;left:100px;">
					<input type="hidden" id="MokuranFreeTextInputIsSendAble" value=0 style="position:relative;top:60%;left:100px;">
				</div>
			</div>
	  </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 + "/webgl.loader.js";
      var config = {
        dataUrl: buildUrl + "/webgl.data.br",
        frameworkUrl: buildUrl + "/webgl.framework.js.br",
        codeUrl: buildUrl + "/webgl.wasm.br",
        streamingAssetsUrl: "StreamingAssets",
        companyName: "Lycoris",
        productName: "モクモクラン",
        productVersion: "0.01",
        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";
        canvas.className = "unity-mobile";

        // To lower canvas resolution on mobile devices to gain some
        // performance, uncomment the following line:
        // config.devicePixelRatio = 1;

        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 = "900px";
        canvas.style.height = "600px";
      }

      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";
        }).catch((message) => {
          alert(message);
        });
      };
      document.body.appendChild(script);
    </script>
  </body>
</html>