Merge branch 'master' of https://github.com/BRNSystems/GeoJam2021
This commit is contained in:
commit
01d62e4daf
@ -6971,7 +6971,7 @@ Transform:
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@ -7022,7 +7022,7 @@ SpriteRenderer:
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BIN
WebGL build/TemplateData/favicon.ico
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WebGL build/TemplateData/favicon.ico
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After Width: | Height: | Size: 13 KiB |
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WebGL build/TemplateData/fullscreen-button.png
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WebGL build/TemplateData/fullscreen-button.png
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WebGL build/TemplateData/progress-bar-empty-dark.png
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WebGL build/TemplateData/progress-bar-empty-dark.png
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WebGL build/TemplateData/progress-bar-empty-light.png
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WebGL build/TemplateData/progress-bar-empty-light.png
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WebGL build/TemplateData/progress-bar-full-dark.png
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WebGL build/TemplateData/progress-bar-full-light.png
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WebGL build/TemplateData/progress-bar-full-light.png
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16
WebGL build/TemplateData/style.css
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16
WebGL build/TemplateData/style.css
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@ -0,0 +1,16 @@
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body { padding: 0; margin: 0 }
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#unity-container { position: absolute }
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#unity-container.unity-desktop { left: 50%; top: 50%; transform: translate(-50%, -50%) }
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#unity-container.unity-mobile { width: 100%; height: 100% }
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#unity-canvas { background: #231F20 }
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.unity-mobile #unity-canvas { width: 100%; height: 100% }
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#unity-loading-bar { position: absolute; left: 50%; top: 50%; transform: translate(-50%, -50%); display: none }
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#unity-logo { width: 154px; height: 130px; background: url('unity-logo-dark.png') no-repeat center }
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#unity-progress-bar-empty { width: 141px; height: 18px; margin-top: 10px; background: url('progress-bar-empty-dark.png') no-repeat center }
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#unity-progress-bar-full { width: 0%; height: 18px; margin-top: 10px; background: url('progress-bar-full-dark.png') no-repeat center }
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#unity-footer { position: relative }
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.unity-mobile #unity-footer { display: none }
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#unity-webgl-logo { float:left; width: 204px; height: 38px; background: url('webgl-logo.png') no-repeat center }
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#unity-build-title { float: right; margin-right: 10px; line-height: 38px; font-family: arial; font-size: 18px }
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#unity-fullscreen-button { float: right; width: 38px; height: 38px; background: url('fullscreen-button.png') no-repeat center }
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#unity-mobile-warning { position: absolute; left: 50%; top: 5%; transform: translate(-50%); background: white; padding: 10px; display: none }
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BIN
WebGL build/TemplateData/unity-logo-dark.png
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WebGL build/TemplateData/unity-logo-dark.png
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WebGL build/TemplateData/unity-logo-light.png
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WebGL build/TemplateData/webgl-logo.png
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87
WebGL build/index.html
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WebGL build/index.html
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@ -0,0 +1,87 @@
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<!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 | GeoJam 2021</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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</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=960 height=600></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-mobile-warning">
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WebGL builds are not supported on mobile devices.
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</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">GeoJam 2021</div>
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</div>
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</div>
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<script>
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var buildUrl = "Build";
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var loaderUrl = buildUrl + "/WebGL build.loader.js";
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var config = {
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dataUrl: buildUrl + "/WebGL build.data.br",
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frameworkUrl: buildUrl + "/WebGL build.framework.js.br",
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codeUrl: buildUrl + "/WebGL build.wasm.br",
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streamingAssetsUrl: "StreamingAssets",
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companyName: "BRN Systems",
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productName: "GeoJam 2021",
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productVersion: "1.0",
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};
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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 mobileWarning = document.querySelector("#unity-mobile-warning");
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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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container.className = "unity-mobile";
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// Avoid draining fillrate performance on mobile devices,
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// and default/override low DPI mode on mobile browsers.
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config.devicePixelRatio = 1;
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mobileWarning.style.display = "block";
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setTimeout(() => {
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mobileWarning.style.display = "none";
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}, 5000);
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} else {
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canvas.style.width = "960px";
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canvas.style.height = "600px";
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}
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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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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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