public void onRewardGranted(FGLEnhance.RewardType rewardType, int count) { GameButtons.hintCount = 3; GameButtons.loadAds.SetActive (false); GameButtons.loadAds.GetComponent<Button> ().interactable = true; GameButtons.hintLeft.text = 3 + ""; }
//public void onRewardGranted, onRewardDeclined, onRewardUnavailable public void onRewardGranted(FGLEnhance.RewardType rewardType, int count) { SelectPlayer.score = GameStart.rewardScore; SelectPlayer.money = GameStart.rewardMoney; UpdateDbase.updateDatabase(); UpdateDbase.updateScore(); UpdateDbase.updateMoney(); }
// Callbacks for our rewarded ad: private void OnRewardGranted(FGLEnhance.RewardType rewardType, int count) { if (rewardType == FGLEnhance.RewardType.REWARDTYPE_COINS) { Log(string.Format("Granted reward of {0} coins", count)); } else { Log(string.Format("Granted reward")); } }
public static bool IsRestoringNeeded() { FGLEnhance.InitializeEnhance(); #if UNITY_EDITOR return(FGLEditorInternals.IsRestoringNeeded()); #elif UNITY_ANDROID return(FGLAndroidInternals.IsRestoringNeeded()); #elif UNITY_IOS return(FGLiOSInternals.IsRestoringNeeded()); #else return(false); #endif }
public static void RestorePurchases(Action onRestoreSuccessCallback, Action onRestoreFailedCallback) { if (GameObject.Find(FGLEnhance_Callbacks.CallbackObjectName) == null) { string newName = "__FGLEnhance_Callback_" + UnityEngine.Random.Range(0, int.MaxValue); GameObject callbackObject = new GameObject(newName); callbackObject.AddComponent <FGLEnhance_Callbacks>(); } FGLEnhance_Callbacks.OnRestoreSuccessCallback = onRestoreSuccessCallback; FGLEnhance_Callbacks.OnRestoreFailedCallback = onRestoreFailedCallback; FGLEnhance.InitializeEnhance(); #if UNITY_EDITOR FGLEditorInternals.RestorePurchases(FGLEnhance_Callbacks.CallbackObjectName); #elif UNITY_ANDROID FGLAndroidInternals.RestorePurchases(FGLEnhance_Callbacks.CallbackObjectName); #elif UNITY_IOS FGLiOSInternals.ManuallyRestorePurchases(FGLEnhance_Callbacks.CallbackObjectName); #endif }
//onRewardGranted, onRewardDeclined, onRewardUnavailable public void onRewardGranted(FGLEnhance.RewardType rewardType, int count) { hintCount = 3; hintCountTxt.text = "" + hintCount; hintDisableBtn.SetActive (false); }
//onRewardGranted, onRewardDeclined, onRewardUnavailable public void onRewardGranted(FGLEnhance.RewardType rewardType, int count) { Prefs.setPoints (3, 0); }