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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>TreasureHunt</title>
<link rel="shortcut icon" href="TemplateData/favicon.ico">
<link rel="stylesheet" href="TemplateData/style.css">
<style>
:root {
position: fixed;
height: 100%;
width: 100%;
overflow: auto;
}
</style>
<script src="./script.js"></script>
<script>
storeParams();
redirectIfNoLoginRecord();
</script>
</head>
<body>
<div id='treasure-hunt-content' style="display: block">
<div id="unity-container" class="unity-desktop" style="justify-content: center; display: flex;">
<canvas id="unity-canvas" width=960 height=600></canvas>
<div id="unity-loading-bar">
<div id="unity-progress-bar-empty">
<div id="unity-progress-bar-full"></div>
</div>
</div>
<div id="mapnavbar" style="display: none;">
<div class="column">
<div class="item">
<img src="./images/Icon_GoogleMap.png" style="width:75px" onclick="openGoogleMap()">
<p>Google Map</p>
</div>
</div>
<div class="column">
<div class="item">
<img src="./images/Icon_Waze.png" style="width:75px" onclick="openWaze()">
<p>Waze</p>
</div>
</div>
</div>
<div id="unity-warning"> </div>
<div id="unity-footer">
<div id="unity-webgl-logo"></div>
<div id="unity-fullscreen-button"></div>
<div id="unity-build-title">TreasureHunt</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 + "/TreasureHuntBuild.loader.js";
var config = {
dataUrl: buildUrl + "/TreasureHuntBuild.data",
frameworkUrl: buildUrl + "/TreasureHuntBuild.framework.js",
codeUrl: buildUrl + "/TreasureHuntBuild.wasm",
streamingAssetsUrl: "StreamingAssets",
companyName: "DefaultCompany",
productName: "TreasureHunt",
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 (/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, maximum-scale=1, shrink-to-fit=no, viewport-fit=cover';
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 = "960px";
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";
fullscreenButton.onclick = () => {
unityInstance.SetFullscreen(1);
};
}).catch((message) => {
alert(message);
});
};
document.body.appendChild(script);
document.addEventListener("backbutton", onBackKeyDown, false);
function onBackKeyDown(e) {
e.preventDefault();
}
</script>
<style>
#mapnavbar {
overflow: hidden;
background-color: #EFF0EF;
position: fixed;
bottom: 0;
width: 100%;
height: 150px;
border-top-left-radius: 30px;
border-top-right-radius: 30px;
}
@media (max-width: 1199px) {
#mapnavbar {
width: calc(100vh * 9 / 16);
}
}
.item {
text-align: center;
display: block;
background-color: transparent;
float: left;
}
.item p {
margin: auto;
margin-top: 5px;
font-family: Arial, Helvetica, sans-serif;
font-size: 12px;
}
.item img:active {
filter: brightness(90%)
}
.column {
float: left;
margin-top: 25px;
margin-left: 40px;
}
</style>
</div>
<script src="./deviceOrientationHandler.js"></script>
</body>
</html>