here is my Code for Ads, I appreciate you helping me beginner.
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.SceneManagement;
using UnityEngine.Advertisements;
public class AdsInitializer : MonoBehaviour, IUnityAdsInitializationListener
{
[SerializeField]
string _androidGameId;
[SerializeField]
string _iOSGameId;
[SerializeField]
bool _testMode = false;
private string _gameId;
[SerializeField]
RewardedAdsButton rewardedAdsButton;
void Awake()
{
InitializeAds();
}
public void InitializeAds()
{
#if UNITY_IOS
_gameId = _iOSGameId;
#elif UNITY_ANDROID
_gameId = _androidGameId;
#elif UNITY_EDITOR
_gameId = _androidGameId; //Only for testing the functionality in the Editor
#endif
if (!Advertisement.isInitialized && Advertisement.isSupported)
{
Advertisement.Initialize(_gameId, _testMode, this);
Debug.Log("Init Success:");
}
}
public void OnInitializationComplete()
{
StartCoroutine(Wait());
}
public void OnInitializationFailed(UnityAdsInitializationError error, string message)
{
Debug.Log($"Unity Ads Initialization Failed: {error.ToString()} - {message}");
}
private IEnumerator Wait()
{
while (rewardedAdsButton._adUnitId == "")
{
yield return new WaitForSeconds(0.25f);
}
rewardedAdsButton.LoadAd();
}
}
and RewardedAds Script
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Advertisements;
public class RewardedAdsButton : MonoBehaviour, IUnityAdsLoadListener, IUnityAdsShowListener
{
[SerializeField]
Button _showAdButton;
[SerializeField]
string _androidAdUnitId = "Rewarded_Android";
[SerializeField]
string _iOSAdUnitId = "Rewarded_iOS";
public string _adUnitId; // This will remain null for unsupported platforms
[SerializeField]
PlayerController playerController;
[SerializeField]
ObstacleSpawner obstacleSpawner;
public GameObject resetPosition;
private void Start()
{
playerController = GameObject
.FindGameObjectWithTag("Player")
.GetComponent();
resetPosition = GameObject.FindGameObjectWithTag("ResetPosition");
obstacleSpawner = GameObject
.FindGameObjectWithTag("OBSSpawner")
.GetComponent();
}
void Awake()
{
// Get the Ad Unit ID for the current platform:
#if UNITY_IOS
_adUnitId = _iOSAdUnitId;
#elif UNITY_ANDROID
_adUnitId = _androidAdUnitId;
#endif
}
// Call this public method when you want to get an ad ready to show.
public void LoadAd()
{
// IMPORTANT! Only load content AFTER initialization (in this example, initialization is handled in a different script).
Advertisement.Load(_adUnitId, 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()
{
// 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.
Debug.Log("Reward Granted:");
playerController.isGameOver = false;
playerController.GameOverPanel.SetActive(false);
playerController.scoreText.SetActive(true);
playerController.scoreText2.SetActive(true);
playerController.cooldownButton.SetActive(true);
_showAdButton.gameObject.SetActive(false);
playerController.anim.SetTrigger("jump");
playerController.StartCoroutine("IncreaseGameSpeed");
playerController.transform.position = resetPosition.transform.position;
obstacleSpawner.StartCoroutine("SpawnObstacles");
// Another Ad.
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}");
// 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}");
// 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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