202 lines
7.0 KiB
HTML
202 lines
7.0 KiB
HTML
<!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 | WXGame</title>
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<style>
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#jump-btn {
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position: fixed;
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top: 20px;
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right: 20px;
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z-index: 9999;
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padding: 12px 24px;
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background-color: #07c160;
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color: #ffffff;
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border: none;
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border-radius: 8px;
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font-size: 16px;
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font-weight: bold;
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cursor: pointer;
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box-shadow: 0 4px 12px rgba(0, 0, 0, 0.15);
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transition: all 0.3s ease;
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display: block;
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}
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#jump-btn:active {
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background-color: #06ad56;
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transform: scale(0.95);
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}
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@media (max-width: 768px) {
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#jump-btn {
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top: 10px;
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right: 10px;
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padding: 10px 20px;
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font-size: 14px;
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}
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}
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</style>
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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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<script src="https://res2.wx.qq.com/open/js/jweixin-1.6.0.js"></script>
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</head>
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<body>
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<!-- <button id="jump-btn">跳转小程序</button>-->
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<div id="unity-container" class="unity-desktop">
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<canvas id="unity-canvas" width=375 height=812 tabindex="-1"></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-warning"> </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">WXGame</div>
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</div>
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</div>
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<script>
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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 warningBanner = document.querySelector("#unity-warning");
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// Shows a temporary message banner/ribbon for a few seconds, or
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// a permanent error message on top of the canvas if type=='error'.
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// If type=='warning', a yellow highlight color is used.
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// Modify or remove this function to customize the visually presented
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// way that non-critical warnings and error messages are presented to the
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// user.
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function unityShowBanner(msg, type) {
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function updateBannerVisibility() {
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warningBanner.style.display = warningBanner.children.length ? 'block' : 'none';
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}
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var div = document.createElement('div');
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div.innerHTML = msg;
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warningBanner.appendChild(div);
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if (type == 'error') div.style = 'background: red; padding: 10px;';
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else {
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if (type == 'warning') div.style = 'background: yellow; padding: 10px;';
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setTimeout(function() {
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warningBanner.removeChild(div);
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updateBannerVisibility();
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}, 5000);
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}
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updateBannerVisibility();
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}
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var buildUrl = "Build";
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var loaderUrl = buildUrl + "/wwb.loader.js";
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var config = {
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dataUrl: buildUrl + "/wwb.data",
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frameworkUrl: buildUrl + "/wwb.framework.js",
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codeUrl: buildUrl + "/wwb.wasm",
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symbolsUrl: buildUrl + "/wwb.symbols.json",
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streamingAssetsUrl: "StreamingAssets",
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companyName: "DefaultCompany",
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productName: "WXGame",
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productVersion: "1.0.0",
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showBanner: unityShowBanner,
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};
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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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// Mobile device style: fill the whole browser client area with the game canvas:
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var meta = document.createElement('meta');
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meta.name = 'viewport';
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meta.content = 'width=device-width, height=device-height, initial-scale=1.0, user-scalable=no, shrink-to-fit=yes';
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document.getElementsByTagName('head')[0].appendChild(meta);
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container.className = "unity-mobile";
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canvas.className = "unity-mobile";
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// To lower canvas resolution on mobile devices to gain some
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// performance, uncomment the following line:
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// config.devicePixelRatio = 1;
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} else {
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// Desktop style: Render the game canvas in a window that can be maximized to fullscreen:
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canvas.style.width = "375px";
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canvas.style.height = "812px";
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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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<!-- <script>
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document.getElementById('jump-btn').addEventListener('click', function() {
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var targetPath = '/pages/index/bag';
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console.log('跳转按钮被点击');
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console.log('wx.miniProgram.navigateTo 跳转到当前小程序页面');
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wx.miniProgram.navigateTo({
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url: targetPath,
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success: function(res) {
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console.log('跳转成功:', res);
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},
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fail: function(err) {
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console.error('跳转失败:', err);
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}
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});
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});-->
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</script>
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<script>
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// Unity 调用 JavaScript 的函数
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// 跳转到小程序页面
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function JumpToMiniProgramPage(targetPath) {
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console.log('Unity 调用跳转函数,目标路径:', targetPath);
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if (typeof wx !== 'undefined' && wx.miniProgram) {
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console.log('使用 wx.miniProgram.navigateTo 跳转到当前小程序页面');
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wx.miniProgram.navigateTo({
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url: targetPath,
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success: function(res) {
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console.log('跳转成功:', res);
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},
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fail: function(err) {
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console.error('跳转失败:', err);
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}
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});
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} else {
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console.warn('wx 对象不存在,无法执行跳转');
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}
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}
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</script>
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</body>
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</html>
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