328 lines
11 KiB
HTML
328 lines
11 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 | Painter</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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<style>
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body,html{
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width: 100%;
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height: 100%;
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overflow: hidden;
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}
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</style>
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<body>
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<div id="unity-container" style="height: 100%;" class="unity-desktop">
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<canvas id="unity-canvas" width=1600 height=900></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">Painter</div> -->
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</div>
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<div id='black'>
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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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var black = document.querySelector("#black");
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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 + "/APP.loader.js";
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var config = {
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dataUrl: buildUrl + "/APP.data.unityweb",
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frameworkUrl: buildUrl + "/APP.framework.js.unityweb",
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codeUrl: buildUrl + "/APP.wasm.unityweb",
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streamingAssetsUrl: "StreamingAssets",
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companyName: "DefaultCompany",
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productName: "Painter",
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productVersion: "0.1",
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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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// 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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canvas.style.width = window.innerWidth + 'px';
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canvas.style.height = window.innerHeight + 'px';
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unityShowBanner('WebGL builds are not supported on mobile devices.');
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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 = "960px";
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// canvas.style.height = "600px";
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// canvas.style.width = window.innerWidth + 'px';
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// canvas.style.height = window.innerHeight + 'px';
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}
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loadingBar.style.display = "block";
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var unity;
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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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if(progressBarFull.style.width==90+"%"){
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black.style.display = "block";
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}
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}).then((unityInstance) => {
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unity = 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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//unity初始化
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function OnSceneLoaded(){
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black.style.display = "none";
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window.parent.OnScene();
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}
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//初始化传离线视频数据功能
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function lixianVideo(string){
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console.log("离线视频数据",string)
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if(unity!=null){
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unity.SendMessage('AAA','Unity_OfflineDataPrepare', string);
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}
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}
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//获取ip
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function getIpData(string){
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console.log("获取ip",string)
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if(unity!=null){
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unity.SendMessage('GameManager','SetIP', string);
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}
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}
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//获取图像
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function getDestination(string){
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if(unity!=null){
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unity.SendMessage('AAA', 'SendImage', string);
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}
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}
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//获取图像id等数据
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function getData(string){
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// console.log("string",string)
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if(unity!=null){
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unity.SendMessage('AAA', 'SendStream', string);
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}
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}
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//获取轨迹方法
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function getGuiJi(string){
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if(unity!=null){
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unity.SendMessage('AAA', 'SendJT_GuiJi', string);
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}
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}
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//传触发数据
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function getChuFa(string){
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// console.log("string",string)
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if(unity!=null){
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unity.SendMessage('AAA', 'SendJT_JianCeQi', string);
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}
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}
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//获取图形数据
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function getfigureData(string,string1,string2){
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// console.log("图形类型",string)
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// console.log("图形名称",string1)
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// console.log("图形位置",string2)
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// numberNew 判断2-模拟区,1-画布区
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window.parent.getFigure(string,string1,string2,1);
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}
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//新增图形传图形id
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function postFigureId(string){
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console.log("图形id",string)
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// if(unity!=null){
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unity.SendMessage("GameManager",'ReceivingPatternId', string);
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//打开新增图形命名弹窗
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// }
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}
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//打开修改图形名称弹框
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function modifyTheName(data){
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console.log("图形名称弹框",data)
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window.parent.getModifyTheName(data,1);
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}
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//传单个视频id获取到单个视频配置下的所有图形
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function postVideoId(data){
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console.log("所有图形id",data)
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if(unity!=null){
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unity.SendMessage("GameManager",'ReceptionVideoId', data);
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}
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}
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//传修改好的名称
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function postFigureName(data){
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console.log("修改好的名称",data)
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if(unity!=null){
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unity.SendMessage("GameManager",'ReceiveModifiedName', data);
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}
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}
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//新增图形点击取消
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function delFigure(){
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if(unity!=null){
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unity.SendMessage("GameManager",'DestoryMyLine');
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}
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}
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//获取组件id
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function getComponentId(id,type,name){
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console.log("id",id)
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console.log("type",type)
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console.log("name",name)
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window.parent.getSingleComponentId(id,type,name);
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// window.parent.getSingleComponentId('a840492e26354c0a851fecd675e9f59a');
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}
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//退出编辑图形
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function closeEdit(data){
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// type,id
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// console.log("type",type)
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console.log("data",data)
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if(unity!=null){
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unity.SendMessage("GameManager",'ExitEdit',data);
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}
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}
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//检测器目标数量
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function getTargetNumber(string){
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if(unity!=null){
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unity.SendMessage('GameManager', 'UnityUpdateTargetNumber', string);
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}
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}
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//编辑组件名称传名称
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function editComponent(data){
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// type,id
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console.log("data",data)
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if(unity!=null){
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unity.SendMessage("GameManager",'Unity_UpdateInstanceName',data);
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}
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}
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//编辑模拟区域组件交互弹窗
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function simulationAreaEdit(id,type,componentType,name){
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console.log("id",id)
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console.log("type",type)
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console.log("组件类型",componentType)
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console.log("组件名称",name)
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window.parent.getSimulationAreaEdit(id,type,componentType,name,2);
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}
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//获取左侧区域删除图形或断面成功后返回的数据
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function getdeleData(data){
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console.log("id",data)
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if(data != null){
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window.parent.delSuccess()
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}
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}
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//新增获取颜色
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function addColor(string,string1){
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// console.log("i1111",string)
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// console.log("i2222",string1)
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if(unity!=null){
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unity.SendMessage("GameManager",'Unity_AllGraphicsNotified');
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}
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}
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//控制角色权限管理
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function getRoleStatus(roleStatus){
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console.log(roleStatus,'roleStatus')
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if(unity!=null){
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unity.SendMessage("GameManager",'Unity_Role_Privilege',roleStatus);
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}
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}
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//传参mqtt
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function ZhuanFaMQTT(topic,msg){
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window.parent.getZhuanFaMQTT(topic,msg);
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//
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}
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//双击接口编辑
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function simulationAreaInterfaceEdit(data,data2,data3){
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console.log("simulationAreaInterfaceEdit",data)
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console.log("simulationAreaInterfaceEdit2",data2)
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console.log("simulationAreaInterfaceEdit3",data3)
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// if(data!=undefined){
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// window.parent.getZhuanFaMQTT(data,data2,data3);
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// }
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}
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//生成时调用
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function getInterfaceComponentId(data,data2,data3){
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console.log("getInterfaceComponentId",data)//接口组件id
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console.log("data2",data2)//组件id
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console.log("data3",data3)//类型
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if(data!=undefined){
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// window.parent.getZhuanFaMQTT(data,data2,data3);
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}
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}
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function AddMonqjktx_Error(data){
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console.log("AddMonqjktx_Error",data)
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window.parent.AddMonqjktx_Error(data);
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}
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document.body.appendChild(script);
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</script>
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<style>
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#unity-container.unity-desktop::-webkit-scrollbar{
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display: none; /* Chrome Safari */
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}
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</style>
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</body>
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</html>
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