void Start () { //Time.timeScale = 1; Map.Initialize (); timer = 0; waveTime = 0; ApplicationModel.currentEnemyNum = 0; myAudio = GetComponent<AudioSource>(); PlaySound(GAME_MUSIC); level = ApplicationModel.GetCurrentLevel(); wave = GetComponent<WaveController>(); wave.ReadFile(level.ID); next = wave.Next (); initWarning (); player = playerObject.GetComponent<Player>(); level.Start(); Debug.Log( "This level has been started "+level.GetTimesStarted()+" times."); Debug.Log( "This level has been played "+level.GetTimesPlayed()+" times."); fadeEffect = fader.GetComponent<FadeEffect> (); fadeEffect.FadeIn (); gameStartPlayed = false; }
public void OnLevelEnded(Level level) { int times = level.GetTimesStarted (); if (isInsightsRefreshed) { // User insights are available, adapt ad frequency // according to user behavior history if (payLikelihood == 0) { // User isn't likely to pay, increase ad frequency: // every 2 tries if (times % 2 == 0) { ShowInterstitial(); } } else if (payLikelihood == 1) { // Minnows - paid a small amount in other games, // decrease ad frequency: every 10 tries if (times % 10 == 0) { ShowInterstitial(); } } else { // Dolphins and Whales - paid significant amounts in other games // Don't show any ads at all // (This 'else' block is just for explanatory purposes) return; } } else { // Fallback: in case we don't have any user insights // Show the ad every 3 tries if (times % 3 == 0) { ShowInterstitial(); } } }