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) { }
}