more translation, add unity for defences
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static/processed_images/eins zwo vier logo.ad4dcda9faf652a4.webp
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After Width: | Height: | Size: 78 B |
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static/processed_images/eins zwo vier logo.e100f7f3a1c86acb.png
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After Width: | Height: | Size: 134 KiB |
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static/webgl/lusatia/Build/lusatia.data
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static/webgl/lusatia/Build/lusatia.framework.js
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static/webgl/lusatia/Build/lusatia.loader.js
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static/webgl/lusatia/Build/lusatia.wasm
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static/webgl/lusatia/TemplateData/MemoryProfiler.png
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After Width: | Height: | Size: 665 B |
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static/webgl/lusatia/TemplateData/favicon.ico
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After Width: | Height: | Size: 2.3 KiB |
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static/webgl/lusatia/TemplateData/fullscreen-button.png
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After Width: | Height: | Size: 175 B |
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static/webgl/lusatia/TemplateData/progress-bar-empty-dark.png
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After Width: | Height: | Size: 96 B |
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static/webgl/lusatia/TemplateData/progress-bar-empty-light.png
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After Width: | Height: | Size: 109 B |
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static/webgl/lusatia/TemplateData/progress-bar-full-dark.png
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After Width: | Height: | Size: 74 B |
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static/webgl/lusatia/TemplateData/progress-bar-full-light.png
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After Width: | Height: | Size: 84 B |
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static/webgl/lusatia/TemplateData/style.css
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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 { position: fixed; 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; margin-left: 6.5px; 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-logo-title-footer { float:left; width: 102px; height: 38px; background: url('unity-logo-title-footer.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 { cursor:pointer; float: right; width: 38px; height: 38px; background: url('fullscreen-button.png') no-repeat center }
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#unity-warning { position: absolute; left: 50%; top: 5%; transform: translate(-50%); background: white; padding: 10px; display: none }
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static/webgl/lusatia/TemplateData/unity-logo-dark.png
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After Width: | Height: | Size: 3 KiB |
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static/webgl/lusatia/TemplateData/unity-logo-light.png
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After Width: | Height: | Size: 3 KiB |
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static/webgl/lusatia/TemplateData/unity-logo-title-footer.png
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After Width: | Height: | Size: 1.1 KiB |
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static/webgl/lusatia/TemplateData/webmemd-icon.png
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After Width: | Height: | Size: 1.6 KiB |
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static/webgl/lusatia/index.html
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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 Web Player | lusatia</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 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-logo-title-footer"></div>
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<div id="unity-fullscreen-button"></div>
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<div id="unity-build-title">lusatia</div>
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</div>
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</div>
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<script>
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var canvas = document.querySelector("#unity-canvas");
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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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var warningBanner = document.querySelector("#unity-warning");
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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 + "/lusatia.loader.js";
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var config = {
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arguments: [],
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dataUrl: buildUrl + "/lusatia.data",
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frameworkUrl: buildUrl + "/lusatia.framework.js",
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codeUrl: buildUrl + "/lusatia.wasm",
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streamingAssetsUrl: "StreamingAssets",
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companyName: "Design+Computation",
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productName: "lusatia",
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productVersion: "0.1",
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showBanner: unityShowBanner,
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// errorHandler: function(err, url, line) {
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// alert("error " + err + " occurred at line " + line);
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// // Return 'true' if you handled this error and don't want Unity
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||||
// // to process it further, 'false' otherwise.
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// return true;
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// },
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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 you would like all file writes inside Unity Application.persistentDataPath
|
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// directory to automatically persist so that the contents are remembered when
|
||||
// the user revisits the site the next time, uncomment the following line:
|
||||
// config.autoSyncPersistentDataPath = true;
|
||||
// This autosyncing is currently not the default behavior to avoid regressing
|
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// existing user projects that might rely on the earlier manual
|
||||
// JS_FileSystem_Sync() behavior, but in future Unity version, this will be
|
||||
// expected to change.
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|
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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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|
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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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document.querySelector("#unity-container").className = "unity-mobile";
|
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canvas.className = "unity-mobile";
|
||||
|
||||
// To lower canvas resolution on mobile devices to gain some
|
||||
// performance, uncomment the following line:
|
||||
// config.devicePixelRatio = 1;
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||||
|
||||
|
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} else {
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||||
// Desktop style: Render the game canvas in a window that can be maximized to fullscreen:
|
||||
canvas.style.width = "960px";
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||||
canvas.style.height = "600px";
|
||||
}
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||||
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document.querySelector("#unity-loading-bar").style.display = "block";
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||||
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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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document.querySelector("#unity-progress-bar-full").style.width = 100 * progress + "%";
|
||||
}).then((unityInstance) => {
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||||
document.querySelector("#unity-loading-bar").style.display = "none";
|
||||
document.querySelector("#unity-fullscreen-button").onclick = () => {
|
||||
unityInstance.SetFullscreen(1);
|
||||
};
|
||||
|
||||
// Unloading web content from DOM so that browser GC can run can be tricky to get right.
|
||||
// This code snippet shows how to correctly implement a Unity content Unload mechanism to a web page.
|
||||
|
||||
// Unloading Unity content enables a web page to reclaim the memory used by Unity, e.g. for
|
||||
// the purpose of later loading another Unity content instance on the _same_ web page.
|
||||
|
||||
// When using this functionality, take caution to carefully make sure to clear all JavaScript code,
|
||||
// DOM element and event handler references to the old content you may have retained, or
|
||||
// otherwise the browser's garbage collector will be unable to reclaim the old page.
|
||||
|
||||
// N.b. Unity content does _not_ need to be manually unloaded when the user is navigating away from
|
||||
// the current page to another web page. The browser will take care to clear memory of old visited
|
||||
// pages automatically. This functionality is only needed if you want to switch between loading
|
||||
// multiple Unity builds on a single web page.
|
||||
var quit = document.createElement("button");
|
||||
quit.style = "margin-left: 5px; background-color: lightgray; border: none; padding: 5px; cursor: pointer";
|
||||
quit.innerHTML = "Unload";
|
||||
document.querySelector("#unity-build-title").appendChild(quit);
|
||||
quit.onclick = () => {
|
||||
// Quit Unity application execution
|
||||
unityInstance.Quit().then(() => {
|
||||
// Remove DOM elements from the page so GC can run
|
||||
document.querySelector("#unity-container").remove();
|
||||
canvas = null;
|
||||
// Remover script elements from the page so GC can run
|
||||
script.remove();
|
||||
script = null;
|
||||
});
|
||||
};
|
||||
}).catch((message) => {
|
||||
alert(message);
|
||||
});
|
||||
};
|
||||
|
||||
document.body.appendChild(script);
|
||||
|
||||
</script>
|
||||
</body>
|
||||
</html>
|
||||