Banner
JiaDingYi edited this page Dec 26, 2019
·
4 revisions
The first step toward displaying a banner is to create a BannerView object in a C# script attached to a GameObject.
using System;
using UnityEngine;
using AtmosplayAds.Api;
using AtmosplayAds.Common;
public class AtmosplayAdsDemoScript : MonoBehaviour
{
#if UNITY_ANDROID
const string AtmosplayAds_App_ID = "Your_AtmosplayAds_App_ID_Android";
const string AtmosplayAds_AdUnit_ID = "Your_AtmosplayAds_AdUnit_ID_Android";
#elif UNITY_IOS
const string AtmosplayAds_App_ID = "Your_AtmosplayAds_App_ID_iOS";
const string AtmosplayAds_AdUnit_ID = "Your_AtmosplayAds_AdUnit_ID_iOS";
#else
const string AtmosplayAds_App_ID = "unexpected_platform";
const string AtmosplayAds_AdUnit_ID = "unexpected_platform";
#endif
BannerView bannerView;
void Start()
{
BannerViewOptions bannerOptions = new BannerViewOptionsBuilder()
.setAdPosition(AdPosition.BOTTOM)
.setChannelID(GlobleSettings.GetChannelId)
.setBannerSize(BannerAdSize.BANNER_AD_SIZE_320x50)
.Build();
bannerView = new BannerView(AtmosplayAds_App_ID, AtmosplayAds_AdUnit_ID, bannerOptions);
bannerView.OnAdLoaded += HandleBannerAdLoaded;
bannerView.OnAdFailedToLoad += HandleBannerAdFailedToLoad;
bannerView.OnAdClicked += HandleBannerClicked;
}
#region Banner callback handlers
public void HandleBannerAdLoaded(object sender, EventArgs args)
{
print("===> HandleBannerAdLoaded event received");
}
public void HandleBannerAdFailedToLoad(object sender, AdFailedEventArgs args)
{
print("===> HandleBannerAdFailedToLoad event received with message: " + args.Message);
}
public void HandleBannerClicked(object sender, EventArgs args)
{
print("===> HandleBannerClicked event received.");
}
#endregion
}
if (bannerView != null)
{
bannerView.LoadAd();
}
if (bannerView != null)
{
bannerView.Hide();
}
if (bannerView != null)
{
bannerView.Show();
}
if (bannerView != null)
{
bannerView.Destroy();
bannerView = null;
}