private void OnRewardAdFinishedWithShowResults(ShowResult i_result) { // this is to get around the fact that ShowResult is not available in PC builds, so we created our own result enum AdResults adResult = (AdResults)i_result; OnRewardAdFinished(adResult); }
private void OnRewardAdFinished(AdResults i_result) { switch (i_result) { case AdResults.Failed: case AdResults.Skipped: PlayerFailedRewardAd(); break; case AdResults.Finished: PlayerFinishedRewardAd(); break; default: EasyLogger.Instance.Log(LogTypes.Warn, "Unhandled ad result in repeatable quest: " + i_result); break; } }
public void Init() { if (!base.Inited) { _disposable = new CompositeDisposable(); _adSources = PersistentSingleton <FlooredProvidersFactory> .Instance.FlooredAdProviders; CurrentProvider = (from _ in (from p in (IEnumerable <FlooredAdProvider>) _adSources select p.FloorValue).Merge() select chooseSource()).ToReadOnlyReactiveProperty(); bindAdReady(); AdStarted.Subscribe(delegate(AdWatched s) { PersistentSingleton <MainSaver> .Instance.PleaseSave("ads_" + s.network + "_" + s.placement); }).AddTo(_disposable); AdResults.Subscribe(delegate(AdWatched s) { PersistentSingleton <MainSaver> .Instance.PleaseSave("ads_" + s.network + "_" + s.placement + "_result;" + s.result); }).AddTo(_disposable); base.Inited = true; } }
private void OnRewardAdFinished(AdResults i_result) { EasyMessenger.Instance.Send(REWARD_AD_FINISHED_MESSAGE, i_result); }