WX-Game1/wwb/index - 副本.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>Unity WebGL Player | WXGame</title>
<style>
#jump-btn {
position: fixed;
top: 20px;
right: 20px;
z-index: 9999;
padding: 12px 24px;
background-color: #07c160;
color: #ffffff;
border: none;
border-radius: 8px;
font-size: 16px;
font-weight: bold;
cursor: pointer;
box-shadow: 0 4px 12px rgba(0, 0, 0, 0.15);
transition: all 0.3s ease;
display: block;
}
#jump-btn:active {
background-color: #06ad56;
transform: scale(0.95);
}
@media (max-width: 768px) {
#jump-btn {
top: 10px;
right: 10px;
padding: 10px 20px;
font-size: 14px;
}
}
</style>
<link rel="shortcut icon" href="TemplateData/favicon.ico">
<link rel="stylesheet" href="TemplateData/style.css">
<script src="https://res2.wx.qq.com/open/js/jweixin-1.6.0.js"></script>
</head>
<body>
<!-- <button id="jump-btn">跳转小程序</button>-->
<div id="unity-container" class="unity-desktop">
<canvas id="unity-canvas" width=375 height=812 tabindex="-1"></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="unity-footer">
<div id="unity-webgl-logo"></div>
<div id="unity-fullscreen-button"></div>
<div id="unity-build-title">WXGame</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 + "/wwb.loader.js";
var config = {
dataUrl: buildUrl + "/wwb.data",
frameworkUrl: buildUrl + "/wwb.framework.js",
codeUrl: buildUrl + "/wwb.wasm",
symbolsUrl: buildUrl + "/wwb.symbols.json",
streamingAssetsUrl: "StreamingAssets",
companyName: "DefaultCompany",
productName: "WXGame",
productVersion: "1.0.0",
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;
} else {
// Desktop style: Render the game canvas in a window that can be maximized to fullscreen:
canvas.style.width = "375px";
canvas.style.height = "812px";
}
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);
</script>
<!-- <script>
document.getElementById('jump-btn').addEventListener('click', function() {
var targetPath = '/pages/index/bag';
console.log('跳转按钮被点击');
console.log('wx.miniProgram.navigateTo 跳转到当前小程序页面');
wx.miniProgram.navigateTo({
url: targetPath,
success: function(res) {
console.log('跳转成功:', res);
},
fail: function(err) {
console.error('跳转失败:', err);
}
});
});-->
</script>
<script>
// Unity 调用 JavaScript 的函数
// 跳转到小程序页面
function JumpToMiniProgramPage(targetPath) {
console.log('Unity 调用跳转函数,目标路径:', targetPath);
if (typeof wx !== 'undefined' && wx.miniProgram) {
console.log('使用 wx.miniProgram.navigateTo 跳转到当前小程序页面');
wx.miniProgram.navigateTo({
url: targetPath,
success: function(res) {
console.log('跳转成功:', res);
},
fail: function(err) {
console.error('跳转失败:', err);
}
});
} else {
console.warn('wx 对象不存在,无法执行跳转');
}
}
// 跳转到其他小程序(需要 appId
function JumpToOtherMiniProgram(appId, targetPath) {
console.log('Unity 调用跳转到其他小程序appId:', appId, 'path:', targetPath);
if (typeof wx !== 'undefined' && wx.navigateToMiniProgram) {
wx.navigateToMiniProgram({
appId: appId,
path: targetPath,
envVersion: 'release',
success: function(res) {
console.log('跳转成功:', res);
},
fail: function(err) {
console.error('跳转失败:', err);
}
});
} else {
console.warn('wx.navigateToMiniProgram 不存在,无法执行跳转');
}
}
</script>
</body>
</html>