chore: allow tracking Build folder and add current build
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+14
-42
@@ -6,9 +6,10 @@
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<title>Unity WebGL Player | 运动伤害现场急救虚拟仿真实验</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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<link rel="manifest" href="manifest.webmanifest">
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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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<div id="unity-container">
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<canvas id="unity-canvas" width=1920 height=1080 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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@@ -17,19 +18,18 @@
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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-webgl-logo"></div>
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<div id="unity-fullscreen-button"></div>
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<div id="unity-build-title">运动伤害现场急救虚拟仿真实验</div>
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</div>
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</div>
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<script>
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window.addEventListener("load", function () {
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if ("serviceWorker" in navigator) {
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navigator.serviceWorker.register("ServiceWorker.js");
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}
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});
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var container = document.querySelector("#unity-container");
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var canvas = document.querySelector("#unity-canvas");
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var loadingBar = document.querySelector("#unity-loading-bar");
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var progressBarFull = document.querySelector("#unity-progress-bar-full");
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var fullscreenButton = document.querySelector("#unity-fullscreen-button");
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var warningBanner = document.querySelector("#unity-warning");
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// Shows a temporary message banner/ribbon for a few seconds, or
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@@ -69,42 +69,19 @@
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showBanner: unityShowBanner,
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};
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// By default, Unity keeps WebGL canvas render target size matched with
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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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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 = "1920px";
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canvas.style.height = "1080px";
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}
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loadingBar.style.display = "block";
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@@ -114,18 +91,13 @@
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script.onload = () => {
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createUnityInstance(canvas, config, (progress) => {
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progressBarFull.style.width = 100 * progress + "%";
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}).then((unityInstance) => {
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loadingBar.style.display = "none";
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fullscreenButton.onclick = () => {
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unityInstance.SetFullscreen(1);
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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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}).then((unityInstance) => {
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loadingBar.style.display = "none";
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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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