Sutouharu / index.html
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fix chatlog message
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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:88%;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 + "/webgl3.loader.js";
var config = {
dataUrl: buildUrl + "/webgl3.data",
frameworkUrl: buildUrl + "/webgl3.framework.js",
codeUrl: buildUrl + "/webgl3.wasm",
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>