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<script>
window.dataLayer = window.dataLayer || [];
function gtag(){dataLayer.push(arguments);}
gtag('js', new Date());
gtag('config', 'G-L7856P3VNT');
</script><!DOCTYPE html>
<html lang="en-us">
<head>
<base href="https://cdn.jsdelivr.net/gh/web-ports/clover-pit@main/">
<meta charset="utf-8">
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<title>Unity Web Player | CloverPit</title>
<link rel="shortcut icon" href="TemplateData/favicon.ico">
<link rel="stylesheet" href="TemplateData/style.css">
<style>
#sidebarad1,
#sidebarad2 {
position: fixed;
top: 50%;
transform: translateY(-50%);
width: 160px;
height: 600px;
padding: 0;
margin: 0;
z-index: 999999;
}
#sidebarad1 {
left: 0;
}
#sidebarad2 {
right: 0;
}
.sidebar-close {
position: absolute;
top: 0;
right: 0;
width: 22px;
height: 22px;
line-height: 22px;
text-align: center;
background: rgba(0,0,0,0.7);
color: #fff;
font-size: 14px;
cursor: pointer;
user-select: none;
z-index: 10;
}
.sidebar-frame {
width: 160px;
height: 600px;
border: none;
display: block;
}
</style>
</head>
<body>
<div id="loading-text"
style="color: white; font-size: 48px; font-family: cursive; text-align: center; margin-top: 20px;"> LOADING...
</div>
<div id="unity-container">
<canvas id="unity-canvas" width=960 height=540 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>
<script>
var loadingText = document.querySelector("#loading-text");
let totalBytes = 0;
let loadedBytes = 0;
async function fetchWithProgress(url) {
const response = await fetch(url);
const reader = response.body.getReader();
let chunks = [];
let received = 0;
while (true) {
const {
done,
value
} = await reader.read();
if (done) break;
received += value.length;
loadedBytes += value.length;
chunks.push(value);
let mbDone = (loadedBytes / (1024 * 1024)).toFixed(2);
let mbTotal = '86.96';
loadingText.textContent = `LOADING... ${mbDone} MB / ${mbTotal} MB`;
}
let fullBuffer = new Uint8Array(received);
let offset = 0;
for (let chunk of chunks) {
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async function mergeFiles(fileParts, cacheKey) {
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fileParts.map(part => fetchWithProgress(part))
);
const mergedBlob = new Blob(buffers);
return URL.createObjectURL(mergedBlob);
}
function getParts(file, start, end) {
let parts = [];
for (let i = start; i <= end; i++) {
parts.push(file + ".part" + i);
}
return parts;
}
(async () => {
const [dataUrl, wasmUrl] = await Promise.all([
mergeFiles(getParts("Build/CloverPit.data", 1, 3), "CloverPit.data"),
mergeFiles(getParts("Build/CloverPit.wasm", 1, 3), "CloverPit.wasm"),
]);
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 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) {
}
var buildUrl = "Build";
var loaderUrl = buildUrl + "/CloverPit.loader.js";
var config = {
arguments: [],
dataUrl: dataUrl,
frameworkUrl: buildUrl + "/CloverPit.framework.js",
codeUrl: wasmUrl,
streamingAssetsUrl: "StreamingAssets",
companyName: "Panik Arcade",
productName: "CloverPit",
productVersion: "1.3",
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);
}
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";
loadingText.remove();
}).catch((message) => {
});
};
document.body.appendChild(script);
})();
</script>
<div id="sidebarad1">
<div class="sidebar-close" onclick="this.parentElement.style.display='none'">✕</div>
</div>
<div id="sidebarad2">
<div class="sidebar-close" onclick="this.parentElement.style.display='none'">✕</div>
</div>
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