add fullscreen button, second sample project, select etc...

This commit is contained in:
sjwie 2024-04-15 15:47:17 +09:00
parent 8eec6746fc
commit 76730c24b8
19 changed files with 222 additions and 7 deletions

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"use client";
import { Unity, useUnityContext } from "react-unity-webgl";
import Image from "next/image";
import { useSearchParams } from "next/navigation";
import { Unity, UnityConfig, useUnityContext } from "react-unity-webgl";
const unityConfigBuilder: (path: string) => UnityConfig = (path) => ({
loaderUrl: `${path}.loader.js`,
dataUrl: `${path}.data`,
frameworkUrl: `${path}.framework.js`,
codeUrl: `${path}.wasm`,
streamingAssetsUrl: "StreamingAssets",
companyName: "DTOL",
productName: "3d-test",
productVersion: "0.1",
});
const option = [
{ value: "/unity/3d-test/Build/3d-test", name: "3d-test" },
{ value: "/unity/test-project/build", name: "test-project" },
];
export default function Home() {
const { unityProvider, isLoaded, loadingProgression } = useUnityContext({
loaderUrl: "/unity/test-project/build.loader.js",
dataUrl: "/unity/test-project/build.data",
frameworkUrl: "/unity/test-project/build.framework.js",
codeUrl: "/unity/test-project/build.wasm",
});
const params = useSearchParams();
const p = params.get("p");
console.log(p);
if (!p || isNaN(Number(p))) location.href = "/unity?p=0";
const {
unityProvider,
isLoaded,
loadingProgression,
initialisationError,
UNSAFE__unityInstance,
} = useUnityContext(unityConfigBuilder(option[Number(p)].value));
const loadingPercentage = Math.round(loadingProgression * 100);
@ -23,7 +47,30 @@ export default function Home() {
<p>Loading... ({loadingPercentage}%)</p>
</div>
)}
{initialisationError && JSON.stringify(initialisationError, null, 2)}
<Unity className="h-full w-full" unityProvider={unityProvider} />
<div className="flex">
<select
value={Number(p)}
onChange={(e) => (location.href = `/unity?p=${e.target.value}`)}
className="mt-5"
>
{option.map((o, i) => (
<option key={`${o}-${i}`} value={i}>
{o.name}
</option>
))}
</select>
<Image
src={"/unity/3d-test/TemplateData/fullscreen-button.png"}
alt="전체 화면 버튼"
title="전체 화면으로 보기"
width={38}
height={38}
className="ml-auto mt-2 cursor-pointer"
onClick={() => UNSAFE__unityInstance?.SetFullscreen(1)}
/>
</div>
</div>
</>
);

7
app/unity/unity.tsx Normal file
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"use client";
const Unity = () => {
return <></>;
};
export default Unity;

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body { padding: 0; margin: 0 }
#unity-container { position: absolute }
#unity-container.unity-desktop { left: 50%; top: 50%; transform: translate(-50%, -50%) }
#unity-container.unity-mobile { position: fixed; width: 100%; height: 100% }
#unity-canvas { background: #231F20 }
.unity-mobile #unity-canvas { width: 100%; height: 100% }
#unity-loading-bar { position: absolute; left: 50%; top: 50%; transform: translate(-50%, -50%); display: none }
#unity-logo { width: 154px; height: 130px; background: url('unity-logo-dark.png') no-repeat center }
#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 }
#unity-progress-bar-full { width: 0%; height: 18px; margin-top: 10px; background: url('progress-bar-full-dark.png') no-repeat center }
#unity-footer { position: relative }
.unity-mobile #unity-footer { display: none }
#unity-webgl-logo { float:left; width: 204px; height: 38px; background: url('webgl-logo.png') no-repeat center }
#unity-build-title { float: right; margin-right: 10px; line-height: 38px; font-family: arial; font-size: 18px }
#unity-fullscreen-button { cursor:pointer; float: right; width: 38px; height: 38px; background: url('fullscreen-button.png') no-repeat center }
#unity-warning { position: absolute; left: 50%; top: 5%; transform: translate(-50%); background: white; padding: 10px; display: none }

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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 | 3d-test</title>
<link rel="shortcut icon" href="TemplateData/favicon.ico">
<link rel="stylesheet" href="TemplateData/style.css">
</head>
<body>
<div id="unity-container" class="unity-desktop">
<canvas id="unity-canvas" width=960 height=600 tabindex="-1"></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">3d-test</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 + "/3d-test.loader.js";
var config = {
dataUrl: buildUrl + "/3d-test.data",
frameworkUrl: buildUrl + "/3d-test.framework.js",
codeUrl: buildUrl + "/3d-test.wasm",
streamingAssetsUrl: "StreamingAssets",
companyName: "DefaultCompany",
productName: "3d-test",
productVersion: "0.1",
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);
container.className = "unity-mobile";
canvas.className = "unity-mobile";
// To lower canvas resolution on mobile devices to gain some
// performance, uncomment the following line:
// config.devicePixelRatio = 1;
} else {
// Desktop style: Render the game canvas in a window that can be maximized to fullscreen:
canvas.style.width = "960px";
canvas.style.height = "600px";
}
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";
fullscreenButton.onclick = () => {
unityInstance.SetFullscreen(1);
};
}).catch((message) => {
alert(message);
});
};
document.body.appendChild(script);
</script>
</body>
</html>