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apps/kbve.com/public/data/scripts/unity/WebGLTemplates/KBVE/TemplateData/style.css
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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: {{{ BACKGROUND_COLOR }}} } | ||
.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-{{{ SPLASH_SCREEN_STYLE.toLowerCase() }}}.png') no-repeat center } | ||
#unity-progress-bar-empty { width: 141px; height: 18px; margin-top: 10px; margin-left: 6.5px; background: url('progress-bar-empty-{{{ SPLASH_SCREEN_STYLE.toLowerCase() }}}.png') no-repeat center } | ||
#unity-progress-bar-full { width: 0%; height: 18px; margin-top: 10px; background: url('progress-bar-full-{{{ SPLASH_SCREEN_STYLE.toLowerCase() }}}.png') no-repeat center } | ||
#unity-footer { position: relative } | ||
.unity-mobile #unity-footer { display: none } | ||
#unity-logo-title-footer { float:left; width: 102px; height: 38px; background: url('unity-logo-title-footer.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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apps/kbve.com/public/data/scripts/unity/WebGLTemplates/KBVE/TemplateData/style.css.meta
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apps/kbve.com/public/data/scripts/unity/WebGLTemplates/KBVE/index.html
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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 Web Player | {{{ PRODUCT_NAME }}}</title> | ||
<link rel="shortcut icon" href="TemplateData/favicon.ico"> | ||
<link rel="stylesheet" href="TemplateData/style.css"> | ||
#if SHOW_DIAGNOSTICS | ||
<link rel="stylesheet" href="<<<TemplateData/diagnostics.css>>>"> | ||
<script src="<<<TemplateData/diagnostics.js>>>"></script> | ||
#endif | ||
</head> | ||
<body> | ||
<div id="unity-container" class="unity-desktop"> | ||
<canvas id="unity-canvas" width={{{ WIDTH }}} height={{{ HEIGHT }}} 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-logo-title-footer"></div> | ||
<div id="unity-fullscreen-button"></div> | ||
#if SHOW_DIAGNOSTICS | ||
<img id="diagnostics-icon" src="TemplateData/webmemd-icon.png"> | ||
#endif | ||
<div id="unity-build-title">{{{ PRODUCT_NAME }}}</div> | ||
</div> | ||
</div> | ||
<script> | ||
var canvas = document.querySelector("#unity-canvas"); | ||
|
||
// 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) { | ||
var warningBanner = document.querySelector("#unity-warning"); | ||
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 = { | ||
arguments: [], | ||
dataUrl: buildUrl + "/{{{ DATA_FILENAME }}}", | ||
frameworkUrl: buildUrl + "/{{{ FRAMEWORK_FILENAME }}}", | ||
#if USE_THREADS | ||
workerUrl: buildUrl + "/{{{ WORKER_FILENAME }}}", | ||
#endif | ||
#if USE_WASM | ||
codeUrl: buildUrl + "/{{{ CODE_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, | ||
}; | ||
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// 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; | ||
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// If you would like all file writes inside Unity Application.persistentDataPath | ||
// directory to automatically persist so that the contents are remembered when | ||
// the user revisits the site the next time, uncomment the following line: | ||
// config.autoSyncPersistentDataPath = true; | ||
// This autosyncing is currently not the default behavior to avoid regressing | ||
// existing user projects that might rely on the earlier manual | ||
// JS_FileSystem_Sync() behavior, but in future Unity version, this will be | ||
// expected to change. | ||
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if (/iPhone|iPad|iPod|Android/i.test(navigator.userAgent)) { | ||
// Mobile device style: fill the whole browser client area with the game canvas: | ||
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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); | ||
document.querySelector("#unity-container").className = "unity-mobile"; | ||
canvas.className = "unity-mobile"; | ||
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// To lower canvas resolution on mobile devices to gain some | ||
// performance, uncomment the following line: | ||
// config.devicePixelRatio = 1; | ||
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#if SHOW_DIAGNOSTICS | ||
// position the diagnostics icon in the corner on the canvas | ||
diagnostics_icon.style.position = "fixed"; | ||
diagnostics_icon.style.bottom = "10px"; | ||
diagnostics_icon.style.right = "0px"; | ||
canvas.after(diagnostics_icon); | ||
#endif | ||
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} else { | ||
// Desktop style: Render the game canvas in a window that can be maximized to fullscreen: | ||
canvas.style.width = "{{{ WIDTH }}}px"; | ||
canvas.style.height = "{{{ HEIGHT }}}px"; | ||
} | ||
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#if BACKGROUND_FILENAME | ||
canvas.style.background = "url('" + buildUrl + "/{{{ BACKGROUND_FILENAME.replace(/'/g, '%27') }}}') center / cover"; | ||
#endif | ||
document.querySelector("#unity-loading-bar").style.display = "block"; | ||
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var script = document.createElement("script"); | ||
script.src = loaderUrl; | ||
script.onload = () => { | ||
createUnityInstance(canvas, config, (progress) => { | ||
document.querySelector("#unity-progress-bar-full").style.width = 100 * progress + "%"; | ||
}).then((unityInstance) => { | ||
document.querySelector("#unity-loading-bar").style.display = "none"; | ||
#if SHOW_DIAGNOSTICS | ||
document.getElementById("diagnostics-icon").onclick = () => { | ||
unityDiagnostics.openDiagnosticsDiv(unityInstance.GetMetricsInfo); | ||
}; | ||
#endif | ||
document.querySelector("#unity-fullscreen-button").onclick = () => { | ||
unityInstance.SetFullscreen(1); | ||
}; | ||
|
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#if DEVELOPMENT_PLAYER | ||
// Unloading web content from DOM so that browser GC can run can be tricky to get right. | ||
// This code snippet shows how to correctly implement a Unity content Unload mechanism to a web page. | ||
|
||
// Unloading Unity content enables a web page to reclaim the memory used by Unity, e.g. for | ||
// the purpose of later loading another Unity content instance on the _same_ web page. | ||
|
||
// When using this functionality, take caution to carefully make sure to clear all JavaScript code, | ||
// DOM element and event handler references to the old content you may have retained, or | ||
// otherwise the browser's garbage collector will be unable to reclaim the old page. | ||
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// N.b. Unity content does _not_ need to be manually unloaded when the user is navigating away from | ||
// the current page to another web page. The browser will take care to clear memory of old visited | ||
// pages automatically. This functionality is only needed if you want to switch between loading | ||
// multiple Unity builds on a single web page. | ||
var quit = document.createElement("button"); | ||
quit.style = "margin-left: 5px; background-color: lightgray; border: none; padding: 5px; cursor: pointer"; | ||
quit.innerHTML = "Unload"; | ||
document.querySelector("#unity-build-title").appendChild(quit); | ||
quit.onclick = () => { | ||
// Quit Unity application execution | ||
unityInstance.Quit().then(() => { | ||
// Remove DOM elements from the page so GC can run | ||
document.querySelector("#unity-container").remove(); | ||
canvas = null; | ||
// Remover script elements from the page so GC can run | ||
script.remove(); | ||
script = null; | ||
}); | ||
}; | ||
#endif | ||
}).catch((message) => { | ||
alert(message); | ||
}); | ||
}; | ||
|
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document.body.appendChild(script); | ||
|
||
</script> | ||
</body> | ||
</html> |
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apps/kbve.com/public/data/scripts/unity/WebGLTemplates/KBVE/index.html.meta
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--- | ||
title: 'November: 26th' | ||
category: Daily | ||
date: 2024-11-26 12:00:00 | ||
client: Self | ||
unsplash: 1541320779116-ec4a3d4692bc | ||
img: https://images.unsplash.com/photo-1541320779116-ec4a3d4692bc?crop=entropy&cs=srgb&fm=jpg&ixid=MnwzNjM5Nzd8MHwxfHJhbmRvbXx8fHx8fHx8fDE2ODE3NDg2ODY&ixlib=rb-4.0.3&q=85 | ||
description: November 26th. | ||
tags: | ||
- daily | ||
--- | ||
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import { Adsense, Tasks } from '@kbve/astropad'; | ||
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## 2024 | ||
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- 01:00PM | ||
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**TSLA** | ||
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We will have to roll the options out to next week and grab the $1000, just to make sure that it works. | ||
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- 02:05PM | ||
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**Unity** | ||
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Sound manager vcontianer needs to be fixed, which we need to do before tomorrows meeting. | ||
I am thinking that we would try to wrap everything inside of a vcontainer, making it easier for us to access the resources. | ||
For us to setup the sound manager, we would have to link the scriptable object through addresses, which means we need to define them as well. | ||
Inside of the `mmextensions`, we can add an assembly reference to Unity. | ||
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- 11:00PM | ||
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**Arcane** | ||
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Finally got to start the series and its been a wild ride, err, rather a blast, so far. | ||
I am going to be a bit sad when it ends because it has been a great series, but I am here for it all. | ||
The new ARAM map also slaps, I love what they did with it and it finally makes zeri, bard and talon both a bit more fun to play. |
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--- | ||
title: 'November: 27th' | ||
category: Daily | ||
date: 2024-11-27 12:00:00 | ||
client: Self | ||
unsplash: 1541320779116-ec4a3d4692bc | ||
img: https://images.unsplash.com/photo-1541320779116-ec4a3d4692bc?crop=entropy&cs=srgb&fm=jpg&ixid=MnwzNjM5Nzd8MHwxfHJhbmRvbXx8fHx8fHx8fDE2ODE3NDg2ODY&ixlib=rb-4.0.3&q=85 | ||
description: November 27th. | ||
tags: | ||
- daily | ||
--- | ||
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import { Adsense, Tasks } from '@kbve/astropad'; | ||
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## 2024 | ||
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- 02:20AM | ||
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**Unity** | ||
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We got ourselves another unity build to test out. | ||
While I am doing that, I should look to commission a steam game and bundle? | ||
Actually, if the artist that we hire does a good job, we could also have the same artist do our steam page assets? | ||
That would save us a bunch of time too. | ||
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- 02:37AM | ||
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**SoundManager** | ||
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Looks like the prefab works even though we are not using the addressable object. | ||
I am not too sure how I feel about that but for now it will be fine. | ||
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- 03:09PM | ||
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**Addressable** | ||
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Looks like the most recent push created the files that we need for addressable-based vcontainers, allowing us to finally call the prefabs during the runtime. | ||
This will be an interesting way for us to build out the game, I am thinking that the town itself will be the main scene and when entering a mission or camp, we do an additive loading? | ||
Furthermore we would have to fix the URL maps and also the HTML template a bit more. | ||
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- 03:36PM | ||
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**Unity Template** | ||
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The unity template needs to be adjusted so that it does not look like karp on the discord activities page. | ||
This is an easy fix but I been too distracted to address it! | ||
Anyhow, I am going to focus on getting that done today, with the postmessage and sendmessage between the player and iframe as well. | ||
Starting off with the canvas issue: | ||
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``` | ||
<canvas id="unity-canvas" width={{{ WIDTH }}} height={{{ HEIGHT }}} tabindex="-1"></canvas> | ||
``` | ||
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We will replace that line and move the styling over to the css part. | ||
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Then add our own custom spinner that should just operate with css / javascript. | ||
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```html | ||
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<div class="spinner"></div> | ||
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``` | ||
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I suppose we could do this twice, having another spinner for when the iframe is ready to be displayed? | ||
Lets say we render the whole iframe and game off-canvas on the static html page that axum offers to Discord, then we can make the adjustments for our own loading screen? | ||
Once the off-cavans is done, we transition over to the main window , hmm, okay this just a future proof of concept that we can do once the game is closer to becoming ready for launch. | ||
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The meta will be added as a commented out line: | ||
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```html | ||
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<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no"> | ||
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``` | ||
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I am thinking that we can assign it dynamically because if the game is played on mobile, we can make sure that the right meta viewport is assigned. | ||
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- 08:40PM | ||
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**Lifetime** | ||
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The next part will be to switch back from the asset management and focus on the lifetime and entrypoints, oh boi. | ||
We still need to setup the level manager and multiplayer level manager, once both of those are setup, we move forward with the player and npc list of prefabs. |
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