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using System.Diagnostics;
using System;
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.Advertisements;
public enum BannerPosition
{
TopLeft,
TopCenter,
TopRight,
Centered,
CenterLeft,
CenterRight,
BottomLeft,
BottomCenter,
BottomRight
}
public enum MBRPosition
{
TopLeft,
TopCenter,
TopRight,
Centered,
CenterLeft,
CenterRight,
BottomLeft,
BottomCenter,
BottomRight
}
public class AdManager : MonoBehaviour
{
public string MaxSdkKey = "Enter_SDK_Key_HERE";
public string InterstitialAdUnitId = "ENTER_INTER_AD_UNIT_ID_HERE";
public string RewardedAdUnitId = "ENTER_REWARD_AD_UNIT_ID_HERE";
public string RewardedInterstitialAdUnitId = "ENTER_REWARD_INTER_AD_UNIT_ID_HERE";
public string BannerAdUnitId = "ENTER_BANNER_AD_UNIT_ID_HERE";
public string MRecAdUnitId = "ENTER_MBR_AD_UNIT_ID_HERE";
[Header("Banner & MBR Settings")]
public BannerPosition BannerPosition = BannerPosition.TopCenter;
MaxSdkBase.BannerPosition position;
public MBRPosition MBRPosition = MBRPosition.BottomCenter;
MaxSdkBase.AdViewPosition MBRposition;
public bool AutoShowBanner=true;
private bool isBannerShowing;
private bool isMRecShowing;
private int interstitialRetryAttempt;
private int rewardedRetryAttempt;
private int rewardedInterstitialRetryAttempt;
public float IntestetailAdbreakDelay;
private bool ShowIntestetial=false;
private float timecounter;
public static AdManager _Instance;
private static bool IsAdUnitArrayNullOrEmpty (ICollection<string> adUnitArray)
{
return (adUnitArray == null || adUnitArray.Count == 0);
}
void Awake ()
{
MakeSingleton ();
}
void MakeSingleton ()
{
if (_Instance != null) {
Destroy (this.gameObject);
} else {
_Instance = this;
DontDestroyOnLoad (this.gameObject);
}
}
void Start()
{
MaxSdkCallbacks.OnSdkInitializedEvent += sdkConfiguration =>
{
// AppLovin SDK is initialized, configure and start loading ads.
UnityEngine.Debug.Log("MAX SDK Initialized");
position = (MaxSdkBase.BannerPosition)BannerPosition;
MBRposition = (MaxSdkBase.AdViewPosition)MBRPosition;
InitializeInterstitialAds();
InitializeRewardedAds();
InitializeRewardedInterstitialAds();
InitializeBannerAds();
InitializeMRecAds();
};
MaxSdk.SetSdkKey(MaxSdkKey);
MaxSdk.InitializeSdk();
}
void Update(){
if(ShowIntestetial){
timecounter+=Time.unscaledDeltaTime;
if(timecounter>=IntestetailAdbreakDelay){
ShowIntestetial=false;
timecounter=0;
ShowIntestetialafterdelay();
}
}
}
#region Interstitial Ad Methods
private void InitializeInterstitialAds()
{
// Attach callbacks
MaxSdkCallbacks.Interstitial.OnAdLoadedEvent += OnInterstitialLoadedEvent;
MaxSdkCallbacks.Interstitial.OnAdLoadFailedEvent += OnInterstitialFailedEvent;
MaxSdkCallbacks.Interstitial.OnAdDisplayFailedEvent += InterstitialFailedToDisplayEvent;
MaxSdkCallbacks.Interstitial.OnAdHiddenEvent += OnInterstitialDismissedEvent;
MaxSdkCallbacks.Interstitial.OnAdRevenuePaidEvent += OnInterstitialRevenuePaidEvent;
// Load the first interstitial
LoadInterstitial();
}
void LoadInterstitial()
{
MaxSdk.LoadInterstitial(InterstitialAdUnitId);
}
public void ShowInterstitial()
{
if (MaxSdk.IsInterstitialReady(InterstitialAdUnitId))
{
this.gameObject.transform.GetChild(0).gameObject.SetActive(true);
ShowIntestetial=true;
}
}
void ShowIntestetialafterdelay(){
this.gameObject.transform.GetChild(0).gameObject.SetActive(false);
MaxSdk.ShowInterstitial(InterstitialAdUnitId);
}
private void OnInterstitialLoadedEvent(string adUnitId, MaxSdkBase.AdInfo adInfo)
{
// Interstitial ad is ready to be shown. MaxSdk.IsInterstitialReady(interstitialAdUnitId) will now return 'true'
// Reset retry attempt
interstitialRetryAttempt = 0;
}
private void OnInterstitialFailedEvent(string adUnitId, MaxSdkBase.ErrorInfo errorInfo)
{
// Interstitial ad failed to load. We recommend retrying with exponentially higher delays up to a maximum delay (in this case 64 seconds).
interstitialRetryAttempt++;
double retryDelay = Math.Pow(2, Math.Min(6, interstitialRetryAttempt));
UnityEngine.Debug.Log("Interstitial failed to load with error code: " + errorInfo.Code);
Invoke("LoadInterstitial", (float) retryDelay);
}
private void InterstitialFailedToDisplayEvent(string adUnitId, MaxSdkBase.ErrorInfo errorInfo, MaxSdkBase.AdInfo adInfo)
{
// Interstitial ad failed to display. We recommend loading the next ad
UnityEngine.Debug.Log("Interstitial failed to display with error code: " + errorInfo.Code);
LoadInterstitial();
}
private void OnInterstitialDismissedEvent(string adUnitId, MaxSdkBase.AdInfo adInfo)
{
// Interstitial ad is hidden. Pre-load the next ad
UnityEngine.Debug.Log("Interstitial dismissed");
LoadInterstitial();
}
private void OnInterstitialRevenuePaidEvent(string adUnitId, MaxSdkBase.AdInfo adInfo)
{
// Interstitial ad revenue paid. Use this callback to track user revenue.
UnityEngine.Debug.Log("Interstitial revenue paid");
// Ad revenue
double revenue = adInfo.Revenue;
// Miscellaneous data
string countryCode = MaxSdk.GetSdkConfiguration().CountryCode; // "US" for the United States, etc - Note: Do not confuse this with currency code which is "USD" in most cases!
string networkName = adInfo.NetworkName; // Display name of the network that showed the ad (e.g. "AdColony")
string adUnitIdentifier = adInfo.AdUnitIdentifier; // The MAX Ad Unit ID
string placement = adInfo.Placement; // The placement this ad's postbacks are tied to
}
#endregion
#region Rewarded Ad Methods
private void InitializeRewardedAds()
{
// Attach callbacks
MaxSdkCallbacks.Rewarded.OnAdLoadedEvent += OnRewardedAdLoadedEvent;
MaxSdkCallbacks.Rewarded.OnAdLoadFailedEvent += OnRewardedAdFailedEvent;
MaxSdkCallbacks.Rewarded.OnAdDisplayFailedEvent += OnRewardedAdFailedToDisplayEvent;
MaxSdkCallbacks.Rewarded.OnAdDisplayedEvent += OnRewardedAdDisplayedEvent;
MaxSdkCallbacks.Rewarded.OnAdClickedEvent += OnRewardedAdClickedEvent;
MaxSdkCallbacks.Rewarded.OnAdHiddenEvent += OnRewardedAdDismissedEvent;
MaxSdkCallbacks.Rewarded.OnAdReceivedRewardEvent += OnRewardedAdReceivedRewardEvent;
MaxSdkCallbacks.Rewarded.OnAdRevenuePaidEvent += OnRewardedAdRevenuePaidEvent;
// Load the first RewardedAd
LoadRewardedAd();
}
private void LoadRewardedAd()
{
MaxSdk.LoadRewardedAd(RewardedAdUnitId);
}
public void showRewardedVideo()
{
if (MaxSdk.IsRewardedAdReady(RewardedAdUnitId))
{
MaxSdk.ShowRewardedAd(RewardedAdUnitId);
}else if (MaxSdk.IsRewardedInterstitialAdReady(RewardedInterstitialAdUnitId))
{
MaxSdk.ShowRewardedInterstitialAd(RewardedInterstitialAdUnitId);
}
}
private void OnRewardedAdLoadedEvent(string adUnitId, MaxSdkBase.AdInfo adInfo)
{
// Rewarded ad is ready to be shown. MaxSdk.IsRewardedAdReady(rewardedAdUnitId) will now return 'true'
UnityEngine.Debug.Log("Rewarded ad loaded");
// Reset retry attempt
rewardedRetryAttempt = 0;
}
private void OnRewardedAdFailedEvent(string adUnitId, MaxSdkBase.ErrorInfo errorInfo)
{
// Rewarded ad failed to load. We recommend retrying with exponentially higher delays up to a maximum delay (in this case 64 seconds).
rewardedRetryAttempt++;
double retryDelay = Math.Pow(2, Math.Min(6, rewardedRetryAttempt));
PlayerPrefs.SetInt ("reward", 2);
UnityEngine.Debug.Log("Rewarded ad failed to load with error code: " + errorInfo.Code);
Invoke("LoadRewardedAd", (float) retryDelay);
}
private void OnRewardedAdFailedToDisplayEvent(string adUnitId, MaxSdkBase.ErrorInfo errorInfo, MaxSdkBase.AdInfo adInfo)
{
// Rewarded ad failed to display. We recommend loading the next ad
PlayerPrefs.SetInt ("reward", 2);
UnityEngine.Debug.Log("Rewarded ad failed to display with error code: " + errorInfo.Code);
LoadRewardedAd();
}
private void OnRewardedAdDisplayedEvent(string adUnitId, MaxSdkBase.AdInfo adInfo)
{
UnityEngine.Debug.Log("Rewarded ad displayed");
}
private void OnRewardedAdClickedEvent(string adUnitId, MaxSdkBase.AdInfo adInfo)
{
UnityEngine.Debug.Log("Rewarded ad clicked");
}
private void OnRewardedAdDismissedEvent(string adUnitId, MaxSdkBase.AdInfo adInfo)
{
// Rewarded ad is hidden. Pre-load the next ad
UnityEngine.Debug.Log("Rewarded ad dismissed");
LoadRewardedAd();
}
private void OnRewardedAdReceivedRewardEvent(string adUnitId, MaxSdk.Reward reward, MaxSdkBase.AdInfo adInfo)
{
PlayerPrefs.SetInt ("reward", 1);
// Rewarded ad was displayed and user should receive the reward
UnityEngine.Debug.Log("Rewarded ad received reward");
}
private void OnRewardedAdRevenuePaidEvent(string adUnitId, MaxSdkBase.AdInfo adInfo)
{
// Rewarded ad revenue paid. Use this callback to track user revenue.
UnityEngine.Debug.Log("Rewarded ad revenue paid");
// Ad revenue
double revenue = adInfo.Revenue;
// Miscellaneous data
string countryCode = MaxSdk.GetSdkConfiguration().CountryCode; // "US" for the United States, etc - Note: Do not confuse this with currency code which is "USD" in most cases!
string networkName = adInfo.NetworkName; // Display name of the network that showed the ad (e.g. "AdColony")
string adUnitIdentifier = adInfo.AdUnitIdentifier; // The MAX Ad Unit ID
string placement = adInfo.Placement; // The placement this ad's postbacks are tied to
}
#endregion
#region Rewarded Interstitial Ad Methods
private void InitializeRewardedInterstitialAds()
{
// Attach callbacks
MaxSdkCallbacks.RewardedInterstitial.OnAdLoadedEvent += OnRewardedInterstitialAdLoadedEvent;
MaxSdkCallbacks.RewardedInterstitial.OnAdLoadFailedEvent += OnRewardedInterstitialAdFailedEvent;
MaxSdkCallbacks.RewardedInterstitial.OnAdDisplayFailedEvent += OnRewardedInterstitialAdFailedToDisplayEvent;
MaxSdkCallbacks.RewardedInterstitial.OnAdDisplayedEvent += OnRewardedInterstitialAdDisplayedEvent;
MaxSdkCallbacks.RewardedInterstitial.OnAdClickedEvent += OnRewardedInterstitialAdClickedEvent;
MaxSdkCallbacks.RewardedInterstitial.OnAdHiddenEvent += OnRewardedInterstitialAdDismissedEvent;
MaxSdkCallbacks.RewardedInterstitial.OnAdReceivedRewardEvent += OnRewardedInterstitialAdReceivedRewardEvent;
MaxSdkCallbacks.RewardedInterstitial.OnAdRevenuePaidEvent += OnRewardedInterstitialAdRevenuePaidEvent;
// Load the first RewardedInterstitialAd
LoadRewardedInterstitialAd();
}
private void LoadRewardedInterstitialAd()
{
MaxSdk.LoadRewardedInterstitialAd(RewardedInterstitialAdUnitId);
}
private void ShowRewardedInterstitialAd()
{
if (MaxSdk.IsRewardedInterstitialAdReady(RewardedInterstitialAdUnitId))
{
MaxSdk.ShowRewardedInterstitialAd(RewardedInterstitialAdUnitId);
}
}
private void OnRewardedInterstitialAdLoadedEvent(string adUnitId, MaxSdkBase.AdInfo adInfo)
{
// Rewarded interstitial ad is ready to be shown. MaxSdk.IsRewardedInterstitialAdReady(rewardedInterstitialAdUnitId) will now return 'true'
UnityEngine.Debug.Log("Rewarded interstitial ad loaded");
// Reset retry attempt
rewardedInterstitialRetryAttempt = 0;
}
private void OnRewardedInterstitialAdFailedEvent(string adUnitId, MaxSdkBase.ErrorInfo errorInfo)
{
PlayerPrefs.SetInt ("reward", 2);
// Rewarded interstitial ad failed to load. We recommend retrying with exponentially higher delays up to a maximum delay (in this case 64 seconds).
rewardedInterstitialRetryAttempt++;
double retryDelay = Math.Pow(2, Math.Min(6, rewardedInterstitialRetryAttempt));
UnityEngine.Debug.Log("Rewarded interstitial ad failed to load with error code: " + errorInfo.Code);
Invoke("LoadRewardedInterstitialAd", (float) retryDelay);
}
private void OnRewardedInterstitialAdFailedToDisplayEvent(string adUnitId, MaxSdkBase.ErrorInfo errorInfo, MaxSdkBase.AdInfo adInfo)
{
PlayerPrefs.SetInt ("reward", 2);
// Rewarded interstitial ad failed to display. We recommend loading the next ad
UnityEngine.Debug.Log("Rewarded interstitial ad failed to display with error code: " + errorInfo.Code);
LoadRewardedInterstitialAd();
}
private void OnRewardedInterstitialAdDisplayedEvent(string adUnitId, MaxSdkBase.AdInfo adInfo)
{
UnityEngine.Debug.Log("Rewarded interstitial ad displayed");
}
private void OnRewardedInterstitialAdClickedEvent(string adUnitId, MaxSdkBase.AdInfo adInfo)
{
UnityEngine.Debug.Log("Rewarded interstitial ad clicked");
}
private void OnRewardedInterstitialAdDismissedEvent(string adUnitId, MaxSdkBase.AdInfo adInfo)
{
// Rewarded interstitial ad is hidden. Pre-load the next ad
UnityEngine.Debug.Log("Rewarded interstitial ad dismissed");
LoadRewardedInterstitialAd();
}
private void OnRewardedInterstitialAdReceivedRewardEvent(string adUnitId, MaxSdk.Reward reward, MaxSdkBase.AdInfo adInfo)
{
PlayerPrefs.SetInt ("reward", 1);
// Rewarded interstitial ad was displayed and user should receive the reward
UnityEngine.Debug.Log("Rewarded interstitial ad received reward");
}
private void OnRewardedInterstitialAdRevenuePaidEvent(string adUnitId, MaxSdkBase.AdInfo adInfo)
{
// Rewarded interstitial ad revenue paid. Use this callback to track user revenue.
UnityEngine.Debug.Log("Rewarded interstitial ad revenue paid");
// Ad revenue
double revenue = adInfo.Revenue;
// Miscellaneous data
string countryCode = MaxSdk.GetSdkConfiguration().CountryCode; // "US" for the United States, etc - Note: Do not confuse this with currency code which is "USD" in most cases!
string networkName = adInfo.NetworkName; // Display name of the network that showed the ad (e.g. "AdColony")
string adUnitIdentifier = adInfo.AdUnitIdentifier; // The MAX Ad Unit ID
string placement = adInfo.Placement; // The placement this ad's postbacks are tied to
}
#endregion
#region Banner Ad Methods
private void InitializeBannerAds()
{
// Attach Callbacks
MaxSdkCallbacks.Banner.OnAdLoadedEvent += OnBannerAdLoadedEvent;
MaxSdkCallbacks.Banner.OnAdLoadFailedEvent += OnBannerAdFailedEvent;
MaxSdkCallbacks.Banner.OnAdClickedEvent += OnBannerAdClickedEvent;
MaxSdkCallbacks.Banner.OnAdRevenuePaidEvent += OnBannerAdRevenuePaidEvent;
// Banners are automatically sized to 320x50 on phones and 728x90 on tablets.
// You may use the utility method `MaxSdkUtils.isTablet()` to help with view sizing adjustments.
MaxSdk.CreateBanner(BannerAdUnitId, position);
// Set background or background color for banners to be fully functional.
MaxSdk.SetBannerBackgroundColor(BannerAdUnitId, Color.black);
}
public void ShowBanner ()
{
MaxSdk.ShowBanner(BannerAdUnitId);
}
public void HideBanner (){
MaxSdk.HideBanner(BannerAdUnitId);
}
private void OnBannerAdLoadedEvent(string adUnitId, MaxSdkBase.AdInfo adInfo)
{
if(AutoShowBanner)
ShowBanner();
// Banner ad is ready to be shown.
// If you have already called MaxSdk.ShowBanner(BannerAdUnitId) it will automatically be shown on the next ad refresh.
UnityEngine.Debug.Log("Banner ad loaded");
}
private void OnBannerAdFailedEvent(string adUnitId, MaxSdkBase.ErrorInfo errorInfo)
{
// Banner ad failed to load. MAX will automatically try loading a new ad internally.
UnityEngine.Debug.Log("Banner ad failed to load with error code: " + errorInfo.Code);
}
private void OnBannerAdClickedEvent(string adUnitId, MaxSdkBase.AdInfo adInfo)
{
UnityEngine.Debug.Log("Banner ad clicked");
}
private void OnBannerAdRevenuePaidEvent(string adUnitId, MaxSdkBase.AdInfo adInfo)
{
// Banner ad revenue paid. Use this callback to track user revenue.
UnityEngine.Debug.Log("Banner ad revenue paid");
// Ad revenue
double revenue = adInfo.Revenue;
// Miscellaneous data
string countryCode = MaxSdk.GetSdkConfiguration().CountryCode; // "US" for the United States, etc - Note: Do not confuse this with currency code which is "USD" in most cases!
string networkName = adInfo.NetworkName; // Display name of the network that showed the ad (e.g. "AdColony")
string adUnitIdentifier = adInfo.AdUnitIdentifier; // The MAX Ad Unit ID
string placement = adInfo.Placement; // The placement this ad's postbacks are tied to
}
#endregion
#region MREC Ad Methods
private void InitializeMRecAds()
{
// Attach Callbacks
MaxSdkCallbacks.MRec.OnAdLoadedEvent += OnMRecAdLoadedEvent;
MaxSdkCallbacks.MRec.OnAdLoadFailedEvent += OnMRecAdFailedEvent;
MaxSdkCallbacks.MRec.OnAdClickedEvent += OnMRecAdClickedEvent;
MaxSdkCallbacks.MRec.OnAdRevenuePaidEvent += OnMRecAdRevenuePaidEvent;
// MRECs are automatically sized to 300x250.
MaxSdk.CreateMRec(MRecAdUnitId, MBRposition);
}
public void ShowMRec()
{
MaxSdk.ShowMRec(MRecAdUnitId);;
}
public void HideMRec(){
MaxSdk.HideMRec(MRecAdUnitId);
}
private void OnMRecAdLoadedEvent(string adUnitId, MaxSdkBase.AdInfo adInfo)
{
// MRec ad is ready to be shown.
// If you have already called MaxSdk.ShowMRec(MRecAdUnitId) it will automatically be shown on the next MRec refresh.
UnityEngine.Debug.Log("MRec ad loaded");
}
private void OnMRecAdFailedEvent(string adUnitId, MaxSdkBase.ErrorInfo errorInfo)
{
// MRec ad failed to load. MAX will automatically try loading a new ad internally.
UnityEngine.Debug.Log("MRec ad failed to load with error code: " + errorInfo.Code);
}
private void OnMRecAdClickedEvent(string adUnitId, MaxSdkBase.AdInfo adInfo)
{
UnityEngine.Debug.Log("MRec ad clicked");
}
private void OnMRecAdRevenuePaidEvent(string adUnitId, MaxSdkBase.AdInfo adInfo)
{
// MRec ad revenue paid. Use this callback to track user revenue.
UnityEngine.Debug.Log("MRec ad revenue paid");
// Ad revenue
double revenue = adInfo.Revenue;
// Miscellaneous data
string countryCode = MaxSdk.GetSdkConfiguration().CountryCode; // "US" for the United States, etc - Note: Do not confuse this with currency code which is "USD" in most cases!
string networkName = adInfo.NetworkName; // Display name of the network that showed the ad (e.g. "AdColony")
string adUnitIdentifier = adInfo.AdUnitIdentifier; // The MAX Ad Unit ID
string placement = adInfo.Placement; // The placement this ad's postbacks are tied to
}
#endregion
public void MediationDebugger()
{
MaxSdk.ShowMediationDebugger();
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class GotoSampleScene : MonoBehaviour {
// Use this for initialization
IEnumerator Start () {
yield return new WaitForSeconds (3f);
Application.LoadLevel(1);
// SceneManager.LoadScene ("TW_AdsSampleScene");
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MBREnableDisable : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
void OnEnable(){
AdManager._Instance.ShowMRec();
}
void OnDisable()
{
AdManager._Instance.HideMRec();
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
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{
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void Start()
{
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// Update is called once per frame
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class ShowReward : MonoBehaviour
{
public Text Result;
bool sdkinitialize;
// Start is called before the first frame update
void Start()
{
Result.text="Loaded";
}
// Update is called once per frame
void Update()
{
if(PlayerPrefs.GetInt ("reward", 0)==1){
Result.text="Congratulation you got your reward";
PlayerPrefs.SetInt ("reward", 0);
Invoke("ClearText",10f);
}else if(PlayerPrefs.GetInt ("reward", 0)==2){
Result.text="Sorry! Video failed to load";
PlayerPrefs.SetInt ("reward", 0);
Invoke("ClearText",10f);
}
// if(AdManager._Instance.intestetialloaded){
// Result.text="Intestetial Loaded";
// }
}
void ClearText(){
// Result.text=" ";
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class TW_AdsManager : MonoBehaviour
{
private void Start()
{
}
void Update()
{
}
public void RequestBanner()
{
// AdManager._Instance.RequestBanner();
}
public void DestroyBanner()
{
// AdManager._Instance.DestroyBanner();
}
public void ShowBanner()
{
AdManager._Instance.ShowBanner();
}
public void HideBanner()
{
AdManager._Instance.HideBanner();
}
//End of Banner
public void RequestNative()
{
// AdManager._Instance.RequestNative();
}
public void DestroyNative()
{
// AdManager._Instance.DestroyNative();
}
public void ShowNative()
{
AdManager._Instance.ShowMRec();
}
public void HideNative()
{
AdManager._Instance.HideMRec();
}
//End of Banner
//Everything about Interstitial
public void RequestInterstitial()
{
// AdManager._Instance.RequestInterstitial();
}
public void ShowInterstitial()
{
AdManager._Instance.ShowInterstitial();
}
//End of Interstitial
public void RequestRewarded()
{
// AdManager._Instance.RequestRewarded();
}
public void ShowRewardedVideo(){
AdManager._Instance.showRewardedVideo();
}
public void MediationDebugger(){
AdManager._Instance.MediationDebugger();
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
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{
public Object AdManagerPrefb;
// Start is called before the first frame update
void Start()
{
GameObject Ads=GameObject.Find("AdManager(Clone)");
if(Ads==null)
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}
// Update is called once per frame
void Update()
{
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using UnityEngine;
namespace Unity.Advertisement.IosSupport.Samples
{
[ExecuteInEditMode]
public class AutoSwitchLayout : MonoBehaviour
{
public Transform portraitModeLayoutTransform;
public Transform landscapeModeLayoutTransform;
float m_PreviousAspectRatio;
private void Update()
{
var aspectRatio = 1f * Screen.width / Screen.height;
if (!Mathf.Approximately(aspectRatio, m_PreviousAspectRatio)
&& portraitModeLayoutTransform
&& landscapeModeLayoutTransform)
{
m_PreviousAspectRatio = aspectRatio;
if (aspectRatio > 1f)
{
landscapeModeLayoutTransform.gameObject.SetActive(true);
portraitModeLayoutTransform.gameObject.SetActive(false);
}
else
{
portraitModeLayoutTransform.gameObject.SetActive(true);
landscapeModeLayoutTransform.gameObject.SetActive(false);
}
}
}
}
}

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using Unity.Advertisement.IosSupport.Components;
using UnityEngine;
using System;
using UnityEngine.iOS;
namespace Unity.Advertisement.IosSupport.Samples
{
/// <summary>
/// This component will trigger the context screen to appear when the scene starts,
/// if the user hasn't already responded to the iOS tracking dialog.
/// </summary>
public class ContextScreenManager : MonoBehaviour
{
/// <summary>
/// The prefab that will be instantiated by this component.
/// The prefab has to have an ContextScreenView component on its root GameObject.
/// </summary>
public ContextScreenView contextScreenPrefab;
void Start()
{
#if UNITY_IOS
// check with iOS to see if the user has accepted or declined tracking
// var status = ATTrackingStatusBinding.GetAuthorizationTrackingStatus();
Version currentVersion = new Version(Device.systemVersion);
Version ios14 = new Version("14.5");
// if (status == ATTrackingStatusBinding.AuthorizationTrackingStatus.NOT_DETERMINED && currentVersion >= ios14)
{
var contextScreen = Instantiate(contextScreenPrefab).GetComponent<ContextScreenView>();
// after the Continue button is pressed, and the tracking request
// has been sent, automatically destroy the popup to conserve memory
contextScreen.sentTrackingAuthorizationRequest += () => Destroy(contextScreen.gameObject);
}
#else
Debug.Log("Unity iOS Support: App Tracking Transparency status not checked, because the platform is not iOS.");
#endif
}
}
}

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using System;
using UnityEngine;
namespace Unity.Advertisement.IosSupport.Components
{
/// <summary>
/// This component controls an iOS App Tracking Transparency context screen.
/// You should only have one of these in your app.
/// </summary>
public sealed class ContextScreenView : MonoBehaviour
{
/// <summary>
/// This event will be invoked after the ContinueButton is clicked
/// and after the tracking authorization request has been sent.
/// It's a good idea to subscribe to this event so you can destroy
/// this GameObject to free up memory after it's no longer needed.
/// Once the tracking authorization request has been sent, there's no
/// need for this popup again until the app is uninstalled and reinstalled.
/// </summary>
public event Action sentTrackingAuthorizationRequest;
public void RequestAuthorizationTracking()
{
#if UNITY_IOS
Debug.Log("Unity iOS Support: Requesting iOS App Tracking Transparency native dialog.");
// ATTrackingStatusBinding.RequestAuthorizationTracking(AuthorizationTrackingReceived);
sentTrackingAuthorizationRequest?.Invoke();
#else
Debug.LogWarning("Unity iOS Support: Tried to request iOS App Tracking Transparency native dialog, " +
"but the current platform is not iOS.");
#endif
}
private void AuthorizationTrackingReceived(int status) {
Debug.LogFormat("Tracking status received: {0}", status);
}
}
}

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