public void RequestInterstitialNoShow(string placementId, AdsManager.InterstitialDelegate onAdLoaded = null, bool showLoading = true)
    {
        if (string.IsNullOrEmpty(placementId))
        {
            onAdLoaded(false);
        }
        if (interstitialAd != null)
        {
            interstitialAd.Dispose();
        }
        interstitialAd = new InterstitialAd(placementId);

        interstitialAd.Register(gameObject);

        if (onAdLoaded != null)
        {
            interstitialDelegate = onAdLoaded;
        }

        interstitialAd.InterstitialAdDidLoad           = InterstitialAdDidLoad;
        interstitialAd.InterstitialAdDidFailWithError  = InterstitialAdDidFailWithError;
        interstitialAd.InterstitialAdWillLogImpression = InterstitialAdWillLogImpression;
        interstitialAd.InterstitialAdDidClick          = InterstitialAdDidClick;
        interstitialAd.InterstitialAdDidClose          = InterstitialAdDidClose;

#if UNITY_ANDROID
        /* This callback will only be triggered if the Interstitial activity has
         * been destroyed without being properly closed. This can happen if an
         * app with launchMode:singleTask (such as a Unity game) goes to
         * background and is then relaunched by tapping the icon. */
        interstitialAd.interstitialAdActivityDestroyed = InterstitialAdActivityDestroyed;
#endif

        interstitialAd.LoadAd();
    }
        void AddToView()
        {
            if (interstitialRequested)
            {
                return;
            }

            if (adInterstitial == null)
            {
                InterstitialAd.Load(intersitialId, Request.GetDefaultRequest(), (ad, err) => {
                    if (ad != null)
                    {
                        adInterstitial = ad;

                        adInterstitial.DismissedContent += (sender, e) => {
                            interstitialRequested = false;

                            // You need to explicitly Dispose Interstitial when you dont need it anymore
                            // to avoid crashes if pending request are in progress
                            adInterstitial.Dispose();
                            adInterstitial = null;
                        };

                        adInterstitial.Present(navController);
                    }
                    else
                    {
                        interstitialRequested = false;
                    }
                });
            }
        }
 public override void destroyAd()
 {
     if (interstitialAd != null)
     {
         interstitialAd.Dispose();
     }
 }
 private void OnDestroy()
 {
     if (interstitialAd != null)
     {
         interstitialAd.Dispose();
     }
     UnityEngine.Debug.Log("InterstitialAdTest was destroyed!");
 }
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 void OnDestroy()
 {
     // Dispose of interstitial ad when the scene is destroyed
     if (interstitialAd != null)
     {
         interstitialAd.Dispose();
     }
     Debug.Log("InterstitialAdTest was destroyed!");
 }
        void ShowInterstitialAd(UIAlertAction obj)
        {
            interstitialAd?.Dispose();
            interstitialAd = null;

            interstitialAd = new InterstitialAd(AdPlacementIds.Interstitial)
            {
                Delegate = this
            };
            interstitialAd.LoadAd();
        }
        /// <summary>
        /// Loads a Facebook interstitial and ads the required listeners
        /// </summary>
        private void LoadInterstitial()
        {
            if (interstitialAd != null)
            {
                interstitialAd.Dispose();
            }

            interstitialIsLoaded = false;

            interstitialAd = new InterstitialAd(interstitialId);
            interstitialAd.Register(gameObject);

            interstitialAd.InterstitialAdDidLoad           += InterstitialLoaded;
            interstitialAd.InterstitialAdDidFailWithError  += InterstitialFailed;
            interstitialAd.InterstitialAdWillLogImpression += InterstitialAdWillLogImpression;
            interstitialAd.InterstitialAdDidClick          += InterstitialAdDidClick;
            interstitialAd.InterstitialAdDidClose          += InterstitialClosed;

#if UNITY_ANDROID
            /*
             * Only relevant to Android.
             * This callback will only be triggered if the Interstitial activity has
             * been destroyed without being properly closed. This can happen if an
             * app with launchMode:singleTask (such as a Unity game) goes to
             * background and is then relaunched by tapping the icon.
             */
            interstitialAd.interstitialAdActivityDestroyed = delegate()
            {
                if (!interstitialDidClose)
                {
                    if (debug)
                    {
                        Debug.Log(this + " " + "Interstitial activity destroyed without being closed first.");
                        ScreenWriter.Write(this + " " + "Interstitial activity destroyed without being closed first.");
                    }
                    InterstitialClosed();
                }
            };
#endif
            interstitialAd.LoadAd();
        }
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    private void InterstitialAdClosed()
    {
        isInterstitialAdLoaded = false;
        isInterstitialLoading  = false;

        if (interstitialAd != null)
        {
            interstitialAd.Dispose();
        }
        StatusShow.instance.ShowAdStatus("Interstitial Ad Closed");
        LoadIntersititialAd();
    }
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        protected override void DoCleanAd()
        {
            if (m_InterstitialAd == null)
            {
                return;
            }

//#if UNITY_IOS
            m_InterstitialAd.Dispose();
            m_InterstitialAd = null;
//#endif
        }
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 protected override void OnDisposeAd()
 {
     if (interstitialAd != null)
     {
         interstitialAd.InterstitialAdDidLoad           = null;
         interstitialAd.InterstitialAdDidFailWithError  = null;
         interstitialAd.InterstitialAdWillLogImpression = null;
         interstitialAd.InterstitialAdDidClick          = null;
         interstitialAd.InterstitialAdWillClose         = null;
         interstitialAd.Dispose();
         interstitialAd = null;
     }
 }
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        void AddToView()
        {
            if (adInterstitial?.CanPresent(NavigationController, out _) == true)
            {
                adInterstitial.DismissedContent += (sender, args) => {
                    // Interstitial is a one time use object. That means once an interstitial is shown, HasBeenUsed
                    // returns true and the interstitial can't be used to load another ad.
                    // To request another interstitial, you'll need to create a new Interstitial object.
                    adInterstitial.Dispose();
                    adInterstitial = null;
                    CreateAndRequestInterstitial();
                };

                adInterstitial.Present(NavigationController);
            }
        }
        public void InitAd()
        {
            _interstitialAd = new InterstitialAd(CrossCurrentActivity.Current.Activity);
            //       _interstitialAd.AdUnitId = App.InterstitialAndroidId;
            var adListener = new AdMobAdListener();

            adListener.AdClosed += () =>
            {
                AdClosed?.Invoke();

                _interstitialAd.Dispose();
                _interstitialAd = null;
            };
            adListener.AdLoaded += () =>
            {
                AdReady?.Invoke();
            };
            _interstitialAd.AdListener = adListener;
        }
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    // Load button
    public void LoadInterstitial()
    {
        statusLabel.text = "Loading interstitial ad...";

        // Create the interstitial unit with a placement ID (generate your own on the Facebook app settings).
        // Use different ID for each ad placement in your app.
        interstitialAd = new InterstitialAd("YOUR_PLACEMENT_ID");

        interstitialAd.Register(gameObject);

        // Set delegates to get notified on changes or when the user interacts with the ad.
        interstitialAd.InterstitialAdDidLoad = delegate()
        {
            Debug.Log("Interstitial ad loaded.");
            isLoaded = true;
            didClose = false;
            string isAdValid = interstitialAd.IsValid() ? "valid" : "invalid";
            statusLabel.text = "Ad loaded and is " + isAdValid + ". Click show to present!";
        };
        interstitialAd.InterstitialAdDidFailWithError = delegate(string error)
        {
            Debug.Log("Interstitial ad failed to load with error: " + error);
            statusLabel.text = "Interstitial ad failed to load. Check console for details.";
        };
        interstitialAd.InterstitialAdWillLogImpression = delegate()
        {
            Debug.Log("Interstitial ad logged impression.");
        };
        interstitialAd.InterstitialAdDidClick = delegate()
        {
            Debug.Log("Interstitial ad clicked.");
        };
        interstitialAd.InterstitialAdDidClose = delegate()
        {
            Debug.Log("Interstitial ad did close.");
            didClose = true;
            if (interstitialAd != null)
            {
                interstitialAd.Dispose();
            }
        };

#if UNITY_ANDROID
        /*
         * Only relevant to Android.
         * This callback will only be triggered if the Interstitial activity has
         * been destroyed without being properly closed. This can happen if an
         * app with launchMode:singleTask (such as a Unity game) goes to
         * background and is then relaunched by tapping the icon.
         */
        interstitialAd.interstitialAdActivityDestroyed = delegate() {
            if (!didClose)
            {
                Debug.Log("Interstitial activity destroyed without being closed first.");
                Debug.Log("Game should resume.");
            }
        };
#endif

        // Initiate the request to load the ad.
        interstitialAd.LoadAd();
    }