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using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Advertisements;
public class RewardedAdsButton : MonoBehaviour, IUnityAdsLoadListener, IUnityAdsShowListener
{
[SerializeField] QuizManager quizManager;
[SerializeField] Button _showAdButton;
[SerializeField] Image imgButton;
[SerializeField] string _androidAdUnitId = "Rewarded_Android";
[SerializeField] string _iOSAdUnitId = "Rewarded_iOS";
string _adUnitId = null; // This will remain null for unsupported platforms
void Awake()
{
// Get the Ad Unit ID for the current platform:
#if UNITY_IOS
_adUnitId = _iOSAdUnitId;
#elif UNITY_ANDROID
_adUnitId = _androidAdUnitId;
#endif
//Disable the button until the ad is ready to show:
_showAdButton.interactable = false;
}
void Start ()
{
imgButton = GetComponent<Image>();
}
void Update()
{
if (quizManager.retryPowerUp <= 0)
{
// Show/make interactive the button:
_showAdButton.interactable = true;
imgButton.GetComponent<Image>().color = new Color(1f,1f,1f,1f);
}
if (quizManager.retryPowerUp > 0)
{
imgButton.GetComponent<Image>().color = new Color(1f,1f,1f,0.5f);
}
}
// Load content to the Ad Unit: -> CALL THIS FUNCTION FROM THE BUTTON THAT OPENS THE AD
public void LoadAd()
{
// IMPORTANT! Only load content AFTER initialization (in this example, initialization is handled in a different script).
Debug.Log("Loading Ad: " + _adUnitId);
Advertisement.Load("Rewarded_Android", this);
}
// If the ad successfully loads, add a listener to the button and enable it:
public void OnUnityAdsAdLoaded(string adUnitId)
{
Debug.Log("Ad Loaded: " + adUnitId);
if (adUnitId.Equals(_adUnitId))
{
// Configure the button to call the ShowAd() method when clicked:
// _showAdButton.onClick.AddListener(ShowAd);
// Enable the button for users to click:
//_showAdButton.interactable = true;
}
}
// Implement a method to execute when the user clicks the button:
public void ShowAd()
{
//if (quizManager.retryPowerUp <= 0)
//{
// Disable the button:
//_showAdButton.interactable = false;
// Then show the ad:
Advertisement.Show(_adUnitId, this);
//}
}
// Implement the Show Listener's OnUnityAdsShowComplete callback method to determine if the user gets a reward:
public void OnUnityAdsShowComplete(string adUnitId, UnityAdsShowCompletionState showCompletionState)
{
if (adUnitId.Equals(_adUnitId) && showCompletionState.Equals(UnityAdsShowCompletionState.COMPLETED))
{
Debug.Log("Unity Ads Rewarded Ad Completed");
// Grant a reward: 3 new retries
quizManager.retryPowerUp = PlayerPrefs.GetInt("MyRetryPowerUp");
quizManager.retryPowerUp = 3;
PlayerPrefs.SetInt("MyRetryPowerUp", quizManager.retryPowerUp);
quizManager.retryPowerUPText.text = quizManager.retryPowerUp.ToString();
// Load another ad:
_showAdButton.interactable = false;
Advertisement.Load(_adUnitId, this);
}
}
// Implement Load and Show Listener error callbacks:
public void OnUnityAdsFailedToLoad(string adUnitId, UnityAdsLoadError error, string message)
{
Debug.Log($"Error loading Ad Unit {adUnitId}: {error.ToString()} - {message}");
LoadAd();
// Use the error details to determine whether to try to load another ad.
}
public void OnUnityAdsShowFailure(string adUnitId, UnityAdsShowError error, string message)
{
Debug.Log($"Error showing Ad Unit {adUnitId}: {error.ToString()} - {message}");
LoadAd();
// Use the error details to determine whether to try to load another ad.
}
public void OnUnityAdsShowStart(string adUnitId) { }
public void OnUnityAdsShowClick(string adUnitId) { }
void OnDestroy()
{
// Clean up the button listeners:
_showAdButton.onClick.RemoveAllListeners();
}
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