void InAppMessageReceivedCallback(string message)
        {
            Debug.Log("InAppMessageReceivedCallback message: " + message);
            IInAppMessage inApp = InAppMessageFactory.BuildInAppMessage(message);

            Debug.Log("In-app message received: " + inApp);
        }
예제 #2
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        private void InAppMessageReceivedCallback(string message)
        {
            Debug.Log("InAppMessageReceivedCallback message: " + message);
            IInAppMessage message2 = InAppMessageFactory.BuildInAppMessage(message);

            Debug.Log("In-app message received: " + message2);
            if (message2 is IInAppMessageImmersive)
            {
                IInAppMessageImmersive immersive = message2 as IInAppMessageImmersive;
                if ((immersive.Buttons == null) || (immersive.Buttons.Count <= 0))
                {
                }
            }
        }
        void InAppMessageReceivedCallback(string message)
        {
            Debug.Log("InAppMessageReceivedCallback message: " + message);
            IInAppMessage inApp = InAppMessageFactory.BuildInAppMessage(message);

            Debug.Log("In-app message received: " + inApp);
            inApp.LogClicked();
            inApp.LogImpression();
            if (inApp is IInAppMessageImmersive)
            {
                IInAppMessageImmersive inAppImmersive = inApp as IInAppMessageImmersive;
                if (inAppImmersive.Buttons != null && inAppImmersive.Buttons.Count > 0)
                {
                    inAppImmersive.LogButtonClicked(inAppImmersive.Buttons[0].ButtonID);
                }
            }
        }
예제 #4
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        void InAppMessageReceivedCallback(string message)
        {
            Debug.Log("InAppMessageReceivedCallback message: " + message);
            IInAppMessage inApp = InAppMessageFactory.BuildInAppMessage(message);

            Debug.Log("In-app message received: " + inApp);
            // Here we are testing the Unity SDK by manually logging the in-app message's click and impression.
            // We should only log the click and impression when the in-app message isn't displayed by Appboy but in Unity.
            //inApp.LogClicked();
            //inApp.LogImpression();
            if (inApp is IInAppMessageImmersive)
            {
                IInAppMessageImmersive inAppImmersive = inApp as IInAppMessageImmersive;
                if (inAppImmersive.Buttons != null && inAppImmersive.Buttons.Count > 0)
                {
                    // Here we are testing the Unity SDK by manually logging the in-app message's first button's click.
                    // We should only log the button click when the in-app message isn't displayed by Appboy but in Unity.
                    //inAppImmersive.LogButtonClicked(inAppImmersive.Buttons[0].ButtonID);
                }
            }
        }