Unity奖励了多次注册视频广告。 Unity广告

时间:2020-01-05 20:27:11

标签: c# unity3d unityads

这是我的奖励视频脚本。它被附加到UI按钮上。

using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Advertisements;
using UnityEngine.SceneManagement;

[RequireComponent(typeof(Button))]
public class RewardedAdsButton : MonoBehaviour, IUnityAdsListener
{

#if UNITY_IOS
    private string gameId = "1234567";
#elif UNITY_ANDROID
    private string gameId = "7654321";
#endif

    Button myButton;
    public string myPlacementId = "rewardedVideo";

    void Start()
    {
        myButton = GetComponent<Button>();

        // Set interactivity to be dependent on the Placement’s status:
        myButton.interactable = Advertisement.IsReady(myPlacementId);

        // Map the ShowRewardedVideo function to the button’s click listener:
        if (myButton) myButton.onClick.AddListener(ShowRewardedVideo);

        // Initialize the Ads listener and service:
        Advertisement.AddListener(this);
        Advertisement.Initialize(gameId, true);
    }

    // Implement a function for showing a rewarded video ad:
    void ShowRewardedVideo()
    {
        Advertisement.Show(myPlacementId);
    }

    // Implement IUnityAdsListener interface methods:
    public void OnUnityAdsReady(string placementId)
    {
        // If the ready Placement is rewarded, activate the button: 
        if (placementId == myPlacementId)
        {
            myButton.interactable = true;
        }
    }

    public void OnUnityAdsDidFinish(string placementId, ShowResult showResult)
    {
        // Define conditional logic for each ad completion status:
        if (SceneManager.GetActiveScene().name == "GameplayScene")
        {
            if (showResult == ShowResult.Finished)
            {
                GameObject.Find("GameManager").GetComponent<GameManagerScript>().ResumeGame();
            }
            else if (showResult == ShowResult.Skipped)
            {
                SceneManager.LoadScene("MenuScene");
            }
            else if (showResult == ShowResult.Failed)
            {
                Debug.LogWarning("The ad did not finish due to an error.");
            }
        }
        if(SceneManager.GetActiveScene().name == "CharacterScene")
        {
            if (showResult == ShowResult.Finished)
            {
                PlayerPrefs.SetInt("coin", PlayerPrefs.GetInt("coin", 0) + 50);
            }
            else if (showResult == ShowResult.Skipped)
            {
                //Do nothing.
            }
            else if (showResult == ShowResult.Failed)
            {
                Debug.LogWarning("The ad did not finish due to an error.");
            }
        }
    }

    public void OnUnityAdsDidError(string message)
    {
        // Log the error.
    }

    public void OnUnityAdsDidStart(string placementId)
    {
        // Optional actions to take when the end-users triggers an ad.
    }
}

它应该只添加50个硬币,但最少添加100个或50的倍数,该按钮将记录多次点击。知道发生了什么事吗?

3 个答案:

答案 0 :(得分:2)

我遇到了同样的问题,我决定添加这两行:

Advertisement.RemoveListener (this);
myButton.onClick.RemoveListener(ShowRewardedVideo);

每个广告完成状态的条件逻辑之后。 完整事件应如下所示:

   public void OnUnityAdsDidFinish(string placementId, ShowResult showResult)
    {
        // Define conditional logic for each ad completion status:
        if (showResult == ShowResult.Finished)
        {
            // Reward the user for watching the ad to completion.
        }
        else if (showResult == ShowResult.Skipped)
        {
            // Do not reward the user for skipping the ad.

        }
        else if (showResult == ShowResult.Failed)
        {
            Debug.LogWarning("The ad did not finish due to an error.");
        }
        else
        {
            Debug.LogError("Error");
        }

        Advertisement.RemoveListener (this);
        myButton.onClick.RemoveListener(ShowRewardedVideo);
    }

我建议即使在发生错误事件时也要放置代码:

public void OnUnityAdsDidError (string message) 
{
    // Log the error.
    Advertisement.RemoveListener (this);
    myButton.onClick.RemoveListener(ShowRewardedVideo);        
}

答案 1 :(得分:1)

我从统一网站复制了代码,所以不确定发生了什么。但是这里是解决方案。我们正在订阅一个活动。每次我们在场景开始时调用此脚本时,都会订阅另一个新事件。因此,当您切换场景时,请退订该事件。而且问题不会发生。

答案 2 :(得分:1)

这是正确的134054,对于那些有相同问题的人,可能的解决方案是添加此方法:

public void OnDestroy ()
{
   Advertisement.RemoveListener (this);
}

通过这种方式,如果您转到另一个场景并返回到该场景,则只会订阅最后创建的元素。


@Nicola,我不会将其添加到OnUnityAdsDidFinish,因为这样,无论结果如何,都会在第一次调用后删除订阅。