more translation, add unity for defences
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								static/webgl/lusatia/index.html
									
										
									
									
									
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										162
									
								
								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
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      // the user revisits the site the next time, uncomment the following line:
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      // config.autoSyncPersistentDataPath = true;
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      // 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
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      // JS_FileSystem_Sync() behavior, but in future Unity version, this will be
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      // expected to change.
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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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        document.querySelector("#unity-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 = "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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      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 + "%";
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              }).then((unityInstance) => {
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                document.querySelector("#unity-loading-bar").style.display = "none";
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                document.querySelector("#unity-fullscreen-button").onclick = () => {
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                  unityInstance.SetFullscreen(1);
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                };
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                // Unloading web content from DOM so that browser GC can run can be tricky to get right.
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                // This code snippet shows how to correctly implement a Unity content Unload mechanism to a web page.
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                // Unloading Unity content enables a web page to reclaim the memory used by Unity, e.g. for
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                // the purpose of later loading another Unity content instance on the _same_ web page.
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                // When using this functionality, take caution to carefully make sure to clear all JavaScript code,
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                // DOM element and event handler references to the old content you may have retained, or
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                // otherwise the browser's garbage collector will be unable to reclaim the old page.
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                // N.b. Unity content does _not_ need to be manually unloaded when the user is navigating away from
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                // the current page to another web page. The browser will take care to clear memory of old visited
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                // pages automatically. This functionality is only needed if you want to switch between loading
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                // multiple Unity builds on a single web page.
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                var quit = document.createElement("button");
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                quit.style = "margin-left: 5px; background-color: lightgray; border: none; padding: 5px; cursor: pointer";
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                quit.innerHTML = "Unload";
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                document.querySelector("#unity-build-title").appendChild(quit);
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                quit.onclick = () => {
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                  // Quit Unity application execution
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                  unityInstance.Quit().then(() => {
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                    // Remove DOM elements from the page so GC can run
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                    document.querySelector("#unity-container").remove();
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                    canvas = null;
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                    // Remover script elements from the page so GC can run
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                    script.remove();
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                    script = null;
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                  });
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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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