コード例 #1
0
    // Obtem o video
    public override void fetchVideo(bool force)
    {
        try
        {
            if (!force && tried_fetching_video)
            {
                return;
            }

            base.fetchVideo(force);

            if (Info.IsEditor())
            {
                return;
            }

                        #if UNITY_ANDROID
            Initializate.AddPrefab("VungleAndroidManager", typeof(VungleAndroidManager));

            VungleAndroid.init(key);
                        #elif UNITY_IPHONE
            Initializate.AddPrefab("VungleManager", typeof(VungleManager));

            VungleBinding.startWithAppId(key);
                        #endif
        }
        catch
        {
            Error(API, ERROR_STARTUP_OBJECT);
        }
    }
コード例 #2
0
    private bool Setup()
    {
        if (!firstTime)
        {
            return(true);
        }

        firstTime = false;

        try
        {
#if UNITY_ANDROID
            Initializate.AddPrefab("AdMobAndroidManager", typeof(AdMobAndroidManager));

            AdMobAndroidManager.receivedAdEvent        += onBannerShowed;
            AdMobAndroidManager.failedToReceiveAdEvent += onBannerFailed;

            AdMobAndroid.init(key);
#endif

            return(true);
        }
        catch
        {
            return(Error(API, ERROR_STARTUP_OBJECT));
        }
    }
コード例 #3
0
    private bool Setup()
    {
        if (!firstTime)
        {
            return(true);
        }

        firstTime = false;

        try
        {
                        #if UNITY_IPHONE
            Initializate.AddPrefab("AdManager", typeof(AdManager));

            AdBinding.fireHideShowEvents(true);
            AdManager.adViewDidChange += onAdShowed;
                        #endif

            return(true);
        }
        catch
        {
            return(Error(API, ERROR_STARTUP_OBJECT));
        }
    }
コード例 #4
0
ファイル: Flurry.cs プロジェクト: uptopgames/Minesweeper
    // Inicializa a classe Flurry
    // Essa classe só é instanciada automaticamente pela Advertisement (se o Flurry for solicitado)
    // Necessario enviar a Key do Flurry ao instanciar
    public static void Start(string key)
    {
        // Se não for mobile (ex: Web), retornar
#if UNITY_WEBPLAYER
        return;
#endif

        // Instancia prefab correta para as diferentes plataformas
                #if UNITY_IPHONE
        Initializate.AddPrefab("FlurryManager", typeof(FlurryManager));

        if (!Info.IsEditor())
        {
            FlurryBinding.startSession(key);
        }
                #elif UNITY_ANDROID
        Initializate.AddPrefab("FlurryAndroidManager", typeof(FlurryAndroidManager));

        if (!Info.IsEditor())
        {
            FlurryAndroid.onStartSession(key, true, true, false);
        }
                #endif
    }