private void CalculateIdleIncomeAndShowNotification() { UIManager.CloseNotifIfOpen(); var idleManager = new IdleManager(this, WaveManager); int killedMinionCount; int passedWaveCount; var currencyGainedWhileIdle = idleManager.CalculateIdleIncome(out killedMinionCount, out passedWaveCount); Data.IncreaseCurrency(currencyGainedWhileIdle); //Debug.Log("currency gained while idle: " + currencyGainedWhileIdle); if (currencyGainedWhileIdle != 0) { if (killedMinionCount == 0) { UIManager.CreateNotificications("Welcome back!", "Your mages earned " + currencyGainedWhileIdle + " gold while you were gone."); } else { UIManager.CreateNotificications("Welcome back!", "Your mages killed " + killedMinionCount + " attackers and earned " + currencyGainedWhileIdle + " gold while you were gone."); } } }
private void HandleShowResult(ShowResult result) { switch (result) { case ShowResult.Finished: Debug.Log("The ad was successfully shown."); // // YOUR CODE TO REWARD THE GAMER // Give coins etc. var bonus = Player.CurrentBonus; switch (bonus) { case Player.AdSelector.Damage: var dmgmodifier = 1.2f; Player.SetModifier(Player.AdSelector.Damage, dmgmodifier, BonusTime); Player.CurrentBonus = Player.AdSelector.Currency; UIManager.CreateNotificications("Congratulations!", "You have gained " + (int)(dmgmodifier * 100 - 100) + "% damage bonus for " + BonusTime / 60 + " minutes!"); break; case Player.AdSelector.Currency: var curmodifier = 1.5f; Player.SetModifier(Player.AdSelector.Currency, curmodifier, BonusTime); Player.CurrentBonus = Player.AdSelector.Damage; UIManager.CreateNotificications("Congratulations!", "You have gained " + (int)(curmodifier * 100 - 100) + "% income bonus for " + BonusTime / 60 + " minutes!"); break; } Timer.Cooldown(BonusTime, Time.time); //burda mı olmalı? break; case ShowResult.Skipped: Debug.Log("The ad was skipped before reaching the end."); Timer.Cooldown(WaitTime, Time.time); //no cooldown if not finished break; case ShowResult.Failed: Debug.LogError("The ad failed to be shown."); Timer.Cooldown(WaitTime, Time.time); //no cooldown if not finished break; } }