huangxingxing 1 år sedan
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047afebf20
1 ändrade filer med 92 tillägg och 6 borttagningar
  1. 92 6
      src/views/home/index.vue

+ 92 - 6
src/views/home/index.vue

@@ -1,13 +1,99 @@
 <template>
-    <div>
-        <h1>Home Page</h1>
+    <link rel="shortcut icon" href="static/TemplateData/favicon.ico">
+    <link rel="stylesheet" href="static/TemplateData/style.css">
+    <link rel="manifest" href="static/manifest.webmanifest">
+      <div id="unity-container">
+      <canvas id="unity-canvas"></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>
 </template>
+<script setup>
+onMounted(() => {  
+      window.addEventListener("load", function () {
+        if ("serviceWorker" in navigator) {
+         navigator.serviceWorker.register("static/ServiceWorker.js");
+        }
+      });
+      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 warningBanner = document.querySelector("#unity-warning");
 
-<script>
-export default {
-    name: "index"
-}
+      // 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 = "static/Build";
+      var loaderUrl = buildUrl + "/Build.loader.js";
+      var config = {
+        dataUrl: buildUrl + "/Build.data",
+        codeUrl: buildUrl + "/Build.wasm",
+        frameworkUrl: buildUrl + "/Build.framework.js",
+  
+        streamingAssetsUrl: "StreamingAssets",
+        companyName: "DefaultCompany",
+        productName: "CollierySafety",
+        productVersion: "0.1.0",
+        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);
+      }
+
+      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";
+        }).catch((message) => {
+          alert(message);
+        });
+      };
+      document.body.appendChild(script);
+});
 </script>
 
 <style scoped>