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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 | CollierySafety</title>
 
-     <link rel="shortcut icon" href="TemplateData/favicon.ico">
 
-     <link rel="stylesheet" href="TemplateData/style.css">
 
-     <link rel="manifest" href="manifest.webmanifest">
 
-   </head>
 
-   <body>
 
-     <div id="unity-container">
 
-       <canvas id="unity-canvas" width=960 height=600 tabindex="-1"></canvas>
 
-       <div id="unity-loading-bar">
 
-         <!-- <div id="unity-logo"></div> -->
 
-         <div id="unity-loading">加载中…</div>
 
-         <div id="unity-progress-bar-empty">
 
-           <div id="unity-progress-bar-full"></div>
 
-         </div>
 
-       </div>
 
-       <div id="unity-warning"> </div>
 
-     </div>
 
-     <script>
 
-       window.addEventListener("load", function () {
 
-         if ("serviceWorker" in navigator) {
 
-           navigator.serviceWorker.register("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");
 
-       // 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 + "/Build.loader.js";
 
-       var config = {
 
-         dataUrl: buildUrl + "/Build.data",
 
-         frameworkUrl: buildUrl + "/Build.framework.js",
 
-         codeUrl: buildUrl + "/Build.wasm",
 
-         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>
 
-   </body>
 
- </html>
 
 
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