Added game version 0.0.1
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const cacheName = "denizk0461-Swords _ Stuff-0.0.1";
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const contentToCache = [
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"Build/0.0.1.loader.js",
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"Build/0.0.1.framework.js.br",
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"Build/0.0.1.data.br",
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"Build/0.0.1.wasm.br",
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"TemplateData/style.css"
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];
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self.addEventListener('install', function (e) {
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console.log('[Service Worker] Install');
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e.waitUntil((async function () {
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const cache = await caches.open(cacheName);
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console.log('[Service Worker] Caching all: app shell and content');
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await cache.addAll(contentToCache);
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})());
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});
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self.addEventListener('fetch', function (e) {
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e.respondWith((async function () {
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let response = await caches.match(e.request);
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console.log(`[Service Worker] Fetching resource: ${e.request.url}`);
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if (response) { return response; }
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response = await fetch(e.request);
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const cache = await caches.open(cacheName);
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console.log(`[Service Worker] Caching new resource: ${e.request.url}`);
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cache.put(e.request, response.clone());
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return response;
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})());
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});
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After Width: | Height: | Size: 2.3 KiB |
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After Width: | Height: | Size: 5.5 KiB |
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After Width: | Height: | Size: 5.5 KiB |
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After Width: | Height: | Size: 96 B |
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After Width: | Height: | Size: 109 B |
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After Width: | Height: | Size: 74 B |
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After Width: | Height: | Size: 84 B |
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body { padding: 0; margin: 0 }
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#unity-container { position: fixed; width: 100%; height: 100%; }
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#unity-canvas { width: 100%; height: 100%; background: #231F20 }
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#unity-loading-bar { position: absolute; left: 50%; top: 50%; transform: translate(-50%, -50%); display: none }
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#unity-logo { width: 154px; height: 130px; background: url('unity-logo-dark.png') no-repeat center }
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#unity-progress-bar-empty { margin-left: auto; margin-right: auto; width: 141px; height: 18px; margin-top: 10px; background: url('progress-bar-empty-dark.png') no-repeat center }
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#unity-progress-bar-full { width: 0%; height: 18px; margin-top: 10px; background: url('progress-bar-full-dark.png') no-repeat center }
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#unity-warning { position: absolute; left: 50%; top: 5%; transform: translate(-50%); background: white; padding: 10px; display: none }
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After Width: | Height: | Size: 3.0 KiB |
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After Width: | Height: | Size: 3.0 KiB |
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<!DOCTYPE html>
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<html lang="en-us">
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<head>
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<meta charset="utf-8">
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<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
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<title>Unity WebGL Player | Swords _ Stuff</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">
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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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<div id="unity-progress-bar-empty">
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<div id="unity-progress-bar-full"></div>
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</div>
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</div>
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<div id="unity-warning"> </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 warningBanner = document.querySelector("#unity-warning");
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// Shows a temporary message banner/ribbon for a few seconds, or
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// a permanent error message on top of the canvas if type=='error'.
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// If type=='warning', a yellow highlight color is used.
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// Modify or remove this function to customize the visually presented
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// way that non-critical warnings and error messages are presented to the
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// user.
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function unityShowBanner(msg, type) {
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function updateBannerVisibility() {
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warningBanner.style.display = warningBanner.children.length ? 'block' : 'none';
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}
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var div = document.createElement('div');
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div.innerHTML = msg;
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warningBanner.appendChild(div);
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if (type == 'error') div.style = 'background: red; padding: 10px;';
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else {
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if (type == 'warning') div.style = 'background: yellow; padding: 10px;';
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setTimeout(function() {
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warningBanner.removeChild(div);
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updateBannerVisibility();
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}, 5000);
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}
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updateBannerVisibility();
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}
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var buildUrl = "Build";
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var loaderUrl = buildUrl + "/0.0.1.loader.js";
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var config = {
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dataUrl: buildUrl + "/0.0.1.data.br",
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frameworkUrl: buildUrl + "/0.0.1.framework.js.br",
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codeUrl: buildUrl + "/0.0.1.wasm.br",
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streamingAssetsUrl: "StreamingAssets",
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companyName: "denizk0461",
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productName: "Swords _ Stuff",
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productVersion: "0.0.1",
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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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// 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 (/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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}
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loadingBar.style.display = "block";
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var script = document.createElement("script");
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script.src = loaderUrl;
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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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}).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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@@ -0,0 +1,15 @@
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{
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"name": "Swords _ Stuff",
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"short_name": "Swords _ Stuff",
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"start_url": "index.html",
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"display": "fullscreen",
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"background_color": "#231F20",
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"theme_color": "#000",
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"description": "",
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"icons": [{
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"src": "TemplateData/icons/unity-logo-dark.png",
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"sizes": "144x144",
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"type": "image/png",
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"purpose": "any maskable"
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}]
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}
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