<!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 | {{{ PRODUCT_NAME }}}</title>
    <link rel="shortcut icon" href="TemplateData/favicon.ico">
    <link rel="stylesheet" href="TemplateData/style.css">
    <script src="https://sdk.minigame.vip/js/1.1/minigame.js"></script>
  </head>
  <body style="overflow: hidden;">
    <div id="unity-container" class="unity-desktop">
      <canvas id="unity-canvas" width={{{ WIDTH }}} height={{{ HEIGHT }}}></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 id="unity-footer">
        <div id="unity-webgl-logo"></div>
        <div id="unity-fullscreen-button"></div>
        <div id="unity-build-title">{{{ PRODUCT_NAME }}}</div>
      </div>
    </div>
    <script>
      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 fullscreenButton = document.querySelector("#unity-fullscreen-button");
      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 + "/{{{ LOADER_FILENAME }}}";
      var config = {
        dataUrl: buildUrl + "/{{{ DATA_FILENAME }}}",
        frameworkUrl: buildUrl + "/{{{ FRAMEWORK_FILENAME }}}",
        codeUrl: buildUrl + "/{{{ CODE_FILENAME }}}",
#if MEMORY_FILENAME
        memoryUrl: buildUrl + "/{{{ MEMORY_FILENAME }}}",
#endif
#if SYMBOLS_FILENAME
        symbolsUrl: buildUrl + "/{{{ SYMBOLS_FILENAME }}}",
#endif
        streamingAssetsUrl: "StreamingAssets",
        companyName: {{{ JSON.stringify(COMPANY_NAME) }}},
        productName: {{{ JSON.stringify(PRODUCT_NAME) }}},
        productVersion: {{{ JSON.stringify(PRODUCT_VERSION) }}},
        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)) {
      //   container.className = "unity-mobile";
      //   // Avoid draining fillrate performance on mobile devices,
      //   // and default/override low DPI mode on mobile browsers.
      //   config.devicePixelRatio = 1;
      //   unityShowBanner('WebGL builds are not supported on mobile devices.');
      // } else {
      //   canvas.style.width = "{{{ WIDTH }}}px";
      //   canvas.style.height = "{{{ HEIGHT }}}px";
      // }

      // 改成unity-mobile，使之全屏显示，否则默认是横屏
      container.className = "unity-mobile";
      config.devicePixelRatio = 1;
#if BACKGROUND_FILENAME
      canvas.style.background = "url('" + buildUrl + "/{{{ BACKGROUND_FILENAME.replace(/'/g, '%27') }}}') center / cover";
#endif
      loadingBar.style.display = "block";

      function startUnity(){
        var script = document.createElement("script");
        script.src = loaderUrl;
        script.onload = () => {
          createUnityInstance(canvas, config, (progress) => {
            progressBarFull.style.width = 100 * progress + "%";
            minigame.setLoadingProgress(100 * progress);
          }).then((unityInstance) => {
            loadingBar.style.display = "none";
            fullscreenButton.onclick = () => {
              unityInstance.SetFullscreen(1);              
            };
            window.unityInstance = unityInstance;
            setTimeout(() => {
              minigame.startGameAsync();
            }, 2000);
          }).catch((message) => {
            alert(message);
          });
        };
        document.body.appendChild(script);
      }

      minigame.initializeAsync()
        .then(function () {

            console.info("minigame initializeAsync..");
            // 记录启动来源
            minigame.getEntryPointAsync().then(function(entry){
                console.info("Entry Point: ", entry);
            });

            // 记录会话类型
            const contextType = minigame.context.getType();
            console.info("Context Type: ", contextType);
            startUnity();
        });
      
    </script>
  </body>
</html>
