using UnityEngine;
using UnityEngine.Advertisements;
using UnityEngine.UI;
public class AdsInitializer : MonoBehaviour, IUnityAdsInitializationListener, IUnityAdsLoadListener, IUnityAdsShowListener
{
[SerializeField] string _androidGameId = "4634758";
[SerializeField] string _iOSGameId = "4634759";
[SerializeField] bool _testMode = true;
private string _gameId;
[SerializeField] Button _showAdButton; //You can remove this if want to add the function manually from OnClick()
[SerializeField] string _androidAdUnitId = "Rewarded_Android";
[SerializeField] string _iOSAdUnitId = "Rewarded_iOS";
string _adUnitId = null; // This will remain null for unsupported platforms
private bool showAd = false;
void Awake()
{
InitializeAds();
Debug.Log("Awake");
_adUnitId = (Application.platform == RuntimePlatform.IPhonePlayer)
? _iOSAdUnitId
: _androidAdUnitId;
Debug.Log("the _adUnitId is: " + _adUnitId);
}
public void InitializeAds()
{
_gameId = (Application.platform == RuntimePlatform.IPhonePlayer)
? _iOSGameId
: _androidGameId;
Advertisement.Initialize(_gameId, _testMode, this);
}
public void OnInitializationComplete()
{
Debug.Log("Unity Ads initialization complete.");
LoadAd();
}
public void OnInitializationFailed(UnityAdsInitializationError error, string message)
{
Debug.Log($"Unity Ads Initialization Failed: {error.ToString()} - {message}");
}
public void LoadAd()
{
// IMPORTANT! Only load content AFTER initialization (in this example, initialization is handled on top of the script).
Debug.Log("Loading Ad: " + _adUnitId);
Advertisement.Load(_adUnitId, this);
}
// If the ad successfully loads, add a listener to the button and enable it:
public void OnUnityAdsAdLoaded(string adUnitId)
{
Debug.Log("Ad Loaded: " + adUnitId);
if (adUnitId.Equals(_adUnitId))
{
// Configure the button to call the ShowAd() method when clicked:
_showAdButton.onClick.AddListener(ShowAd); //You can remove this if want to add the function manually from OnClick()
// Enable the button for users to click:
_showAdButton.interactable = true; //You can remove this if want to add the function manually from OnClick()
}
}
// Implement a method to execute when the user clicks the button:
public void ShowAd()
{
if (showAd == false)
{
Debug.Log("Showing Ad");
// Disable the button:
_showAdButton.interactable = false; //You can remove this if want to add the function manually from OnClick()
// Then show the ad:
Advertisement.Show(_adUnitId, this);
_showAdButton.onClick.RemoveAllListeners(); //You can remove this if want to add the function manually from OnClick()
Debug.Log("All Listeners Removed");
showAd = true;
}
}
// Implement the Show Listener's OnUnityAdsShowComplete callback method to determine if the user gets a reward:
public void OnUnityAdsShowComplete(string adUnitId, UnityAdsShowCompletionState showCompletionState)
{
if (showAd == true)
{
if (adUnitId.Equals(_adUnitId) && showCompletionState.Equals(UnityAdsShowCompletionState.COMPLETED))
{
Debug.Log("Unity Ads Rewarded Ad Completed");
// Grant a reward.
// Load another ad:
Advertisement.Load(_adUnitId, this);
showAd = false;
}
}
}
public void OnUnityAdsFailedToLoad(string adUnitId, UnityAdsLoadError error, string message)
{
Debug.Log($"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) { }
}