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RewardedAdController.cs
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188 lines (170 loc) · 6.5 KB
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using System;
using UnityEngine;
using GoogleMobileAds.Api;
using GoogleMobileAds.Common;
namespace GoogleMobileAds.Sample
{
/// <summary>
/// Demonstrates how to use Google Mobile Ads rewarded ads.
/// </summary>
[AddComponentMenu("GoogleMobileAds/Samples/RewardedAdController")]
public class RewardedAdController : MonoBehaviour
{
/// <summary>
/// UI element activated when an ad is ready to show.
/// </summary>
public GameObject AdLoadedStatus;
// These ad units are configured to always serve test ads.
#if UNITY_ANDROID
private const string _adUnitId = "ca-app-pub-3940256099942544/5224354917";
#elif UNITY_IPHONE
private const string _adUnitId = "ca-app-pub-3940256099942544/1712485313";
#else
private const string _adUnitId = "unused";
#endif
private RewardedAd _rewardedAd;
/// <summary>
/// Loads the ad.
/// </summary>
public void LoadAd()
{
// Clean up the old ad before loading a new one.
if (_rewardedAd != null)
{
DestroyAd();
}
Debug.Log("Loading rewarded ad.");
// Create our request used to load the ad.
var adRequest = new AdRequest();
// Send the request to load the ad.
RewardedAd.Load(_adUnitId, adRequest, (RewardedAd ad, LoadAdError error) =>
{
// If the operation failed with a reason.
if (error != null)
{
Debug.LogError("Rewarded ad failed to load an ad with error : " + error);
return;
}
// If the operation failed for unknown reasons.
// This is an unexpected error, please report this bug if it happens.
if (ad == null)
{
Debug.LogError("Unexpected error: Rewarded load event fired with null ad and null error.");
return;
}
// The operation completed successfully.
Debug.Log("Rewarded ad loaded with response : " + ad.GetResponseInfo());
_rewardedAd = ad;
// Register to ad events to extend functionality.
RegisterEventHandlers(ad);
// Inform the UI that the ad is ready.
// Use MobileAdsEventExecutor to ensure the UI is updated on the main thread.
MobileAdsEventExecutor.ExecuteInUpdate(() =>
{
AdLoadedStatus?.SetActive(true);
});
});
}
/// <summary>
/// Shows the ad.
/// </summary>
public void ShowAd()
{
if (_rewardedAd != null && _rewardedAd.CanShowAd())
{
Debug.Log("Showing rewarded ad.");
_rewardedAd.Show((Reward reward) =>
{
Debug.Log(String.Format("Rewarded ad granted a reward: {0} {1}",
reward.Amount,
reward.Type));
});
}
else
{
Debug.LogError("Rewarded ad is not ready yet.");
}
}
/// <summary>
/// Destroys the ad.
/// </summary>
public void DestroyAd()
{
if (_rewardedAd != null)
{
Debug.Log("Destroying rewarded ad.");
_rewardedAd.Destroy();
_rewardedAd = null;
}
// Inform the UI that the ad is not ready.
AdLoadedStatus?.SetActive(false);
}
/// <summary>
/// Logs the ResponseInfo.
/// </summary>
public void LogResponseInfo()
{
if (_rewardedAd != null)
{
var responseInfo = _rewardedAd.GetResponseInfo();
UnityEngine.Debug.Log(responseInfo);
}
}
private void RegisterEventHandlers(RewardedAd ad)
{
// Raised when the ad is estimated to have earned money.
ad.OnAdPaid += (AdValue adValue) =>
{
// This log is executed off the Unity main thread.
// Write all time-sensitive code before ExecuteInUpdate().
Debug.Log(String.Format("Rewarded ad paid {0} {1}.",
adValue.Value,
adValue.CurrencyCode));
MobileAdsEventExecutor.ExecuteInUpdate(() =>
{
// This callback may be delayed on Android until the user
// returns to the app. Place all code that interacts with
// Unity UI and GameObjects inside this callback.
Debug.Log("Rewarded ad paid callback " +
"invoked inside ExecuteInUpdate.");
});
};
// Raised when an impression is recorded for an ad.
ad.OnAdImpressionRecorded += () =>
{
Debug.Log("Rewarded ad recorded an impression.");
};
// Raised when a click is recorded for an ad.
ad.OnAdClicked += () =>
{
Debug.Log("Rewarded ad was clicked.");
};
// Raised when the ad opened full screen content.
ad.OnAdFullScreenContentOpened += () =>
{
Debug.Log("Rewarded ad full screen content opened.");
// Use MobileAdsEventExecutor to ensure the UI is updated on the main thread.
MobileAdsEventExecutor.ExecuteInUpdate(() =>
{
AdLoadedStatus?.SetActive(false);
});
};
// Raised when the ad closed full screen content.
ad.OnAdFullScreenContentClosed += () =>
{
Debug.Log("Rewarded ad full screen content closed.");
};
// Raised when the ad failed to open full screen content.
ad.OnAdFullScreenContentFailed += (AdError error) =>
{
Debug.LogError("Rewarded ad failed to open full screen content with error : "
+ error);
// Use MobileAdsEventExecutor to ensure the UI is updated on the main thread.
MobileAdsEventExecutor.ExecuteInUpdate(() =>
{
AdLoadedStatus?.SetActive(false);
});
};
}
}
}