• iOS平台加入Google Admob -1/2(Unity3D开发之七)


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    原文地址: http://www.cocos2dev.com/?p=567


    Unity调用iOS还是非常easy的,晚上空暇时间写了unity在IOS平台载入Google Admob。须要的朋友能够看下。

    一、首先编写Admob的iOS的代码。
    请去https://apps.admob.com下载iOS Admob SDK, 并注冊app id。假设这一步不熟悉。请自行Google,网上应该非常多。

    1、IOSAdmob类,主要实现Admob的创建和载入
    IOSAdmob.h

    //
    //  IOSAdmob.h
    //  IOSAdmob
    //
    //  Created by LiuYanghui on 14-8-4.
    //  Copyright (c) 2014年 LiuYanghui. All rights reserved.
    //
    
    #import <Foundation/Foundation.h>
    #import "GADBannerView.h"
    #import "GADBannerViewDelegate.h"
    
    @interface IOSAdmob : NSObject<GADBannerViewDelegate>
    
    - (void)startRequestAdmob:(NSString*)admobId AdSize:(GADAdSize)size Position:(CGPoint)pos;
    - (void)setAdmobHidden:(BOOL)isHidden;
    
    @end

    IOSAdmob.m

    //
    //  IOSAdmob.m
    //  IOSAdmob
    //
    //  Created by LiuYanghui on 14-8-4.
    //  Copyright (c) 2014年 LiuYanghui. All rights reserved.
    //
    
    #import "IOSAdmob.h"
    
    @interface IOSAdmob ()
        @property (nonatomic) BOOL isHidden;
        @property (nonatomic) CGRect adRect;
        @property (nonatomic, readonly, strong) UIViewController* rootViewController;
        @property (nonatomic, readonly, strong) GADBannerView* adBannerView;
    @end
    
    @implementation IOSAdmob
    
    - (id) init
    {
    	self = [super init];
    	if(self != nil)
    	{
            _isHidden = NO;
            _adRect = CGRectZero;
            _rootViewController = [[[UIApplication sharedApplication] keyWindow] rootViewController];
            _adBannerView = nil;
    	}
    	return self;
    }
    
    - (void) dealloc
    {
        [_rootViewController release];
        [_adBannerView release];
        
    	[super dealloc];
    }
    
    - (void) startRequestAdmob:(NSString*)admobId AdSize:(GADAdSize)size Position:(CGPoint)pos
    {
        if (_adBannerView) { return; }
        
        _adBannerView = [[GADBannerView alloc] initWithAdSize:size];
    //    if ([[UIDevice currentDevice] userInterfaceIdiom] == UIUserInterfaceIdiomPhone) {
    //        
    //    }else {
    //
    //    }
        
        _adRect = CGRectMake(pos.x, pos.y, _adBannerView.frame.size.width, _adBannerView.frame.size.height);
        _adBannerView.adUnitID = admobId;
        _adBannerView.delegate = self;
        [_adBannerView setRootViewController:_rootViewController];
        _adBannerView.frame = _adRect;
        [_rootViewController.view addSubview:_adBannerView];
        
        double delayInSeconds = 5.0;
        dispatch_time_t popTime = dispatch_time(DISPATCH_TIME_NOW, (int64_t)(delayInSeconds * NSEC_PER_SEC));
        dispatch_after(popTime, dispatch_get_main_queue(), ^(void){
            NSLog(@"Retrying to load request");
            [_adBannerView loadRequest:[self createRequest]];
        });
    }
    
    - (void)setAdmobHidden:(BOOL)isHidden
    {
        _isHidden = isHidden;
        if (_adBannerView) {
            [_adBannerView setHidden:_isHidden];
        }
        //        [UIView animateWithDuration:0.5 animations:^ {
        //            _adBannerView.frame = _adRect;
        //        }];
    }
    
    #pragma mark GADRequest generation
    
    // Here we're creating a simple GADRequest and whitelisting the simulator
    // and two devices for test ads. You should request test ads during development
    // to avoid generating invalid impressions and clicks.
    - (GADRequest *)createRequest {
        GADRequest *request = [GADRequest request];
        return request;
    }
    
    #pragma mark GADBannerViewDelegate impl
    
    // Since we've received an ad, let's go ahead and set the frame to display it.
    - (void)adViewDidReceiveAd:(GADBannerView *)adView {
        NSLog(@"Received ad");
        _adBannerView.frame = _adRect;
        [_adBannerView setHidden:_isHidden];
    }
    
    - (void)adView:(GADBannerView *)view
    didFailToReceiveAdWithError:(GADRequestError *)error {
        NSLog(@"Failed to receive ad with error: %@", [error localizedFailureReason]);
        double delayInSeconds = 5.0;
        dispatch_time_t popTime = dispatch_time(DISPATCH_TIME_NOW, (int64_t)(delayInSeconds * NSEC_PER_SEC));
        dispatch_after(popTime, dispatch_get_main_queue(), ^(void){
            NSLog(@"Retrying to load request");
            [_adBannerView loadRequest:[self createRequest]];
        });
    }
    
    @end

    二、Admob对外单例类接口
    IOSAdmobManager.h

    //
    //  IOSAdmobManager.h
    //  IOSAdmob
    //
    //  Created by LiuYanghui on 14-8-4.
    //  Copyright (c) 2014年 LiuYanghui. All rights reserved.
    //
    
    #import <Foundation/Foundation.h>
    #import <UIKit/UIKit.h>
    
    @interface IOSAdmobManager : NSObject
    
    + (IOSAdmobManager *)getInstance;
    
    - (void)startRequestAdmob:(NSString*)admobId AdSizeId:(NSInteger)adSizeId Position:(CGPoint)pos;
    - (void)setAdmobHidden:(BOOL)isHidden;
    
    @end

    IOSAdmobManager.m

    //
    //  IOSAdmobManager.m
    //  IOSAdmob
    //
    //  Created by LiuYanghui on 14-8-4.
    //  Copyright (c) 2014年 LiuYanghui. All rights reserved.
    //
    
    #import "IOSAdmobManager.h"
    #import "IOSAdmob.h"
    
    @interface IOSAdmobManager ()
    @property (nonatomic, readonly, strong) IOSAdmob* admob;
    @end
    
    
    @implementation IOSAdmobManager
    
    + (IOSAdmobManager *)getInstance
    {
        static IOSAdmobManager *mgr = nil;
        static dispatch_once_t onceToken;
        dispatch_once(&onceToken, ^{
            mgr = [[self alloc] init];
        });
        return mgr;
    }
    
    - (id)init
    {
        self = [super init];
        if (self) {
            _admob = [[IOSAdmob alloc] init];
            return self;
        }
        return nil;
    }
    
    - (void)startRequestAdmob:(NSString*)admobId AdSizeId:(NSInteger)adSizeId Position:(CGPoint)pos
    {
        switch (adSizeId) {
            case 1:
                [_admob startRequestAdmob:admobId AdSize:kGADAdSizeBanner Position:pos];
                break;
                
            case 2:
                [_admob startRequestAdmob:admobId AdSize:kGADAdSizeLargeBanner Position:pos];
                break;
                
            case 3:
                [_admob startRequestAdmob:admobId AdSize:kGADAdSizeMediumRectangle Position:pos];
                break;
                
            case 4:
                [_admob startRequestAdmob:admobId AdSize:kGADAdSizeFullBanner Position:pos];
                break;
                
            case 5:
                [_admob startRequestAdmob:admobId AdSize:kGADAdSizeLeaderboard Position:pos];
                break;
                
            case 6:
                [_admob startRequestAdmob:admobId AdSize:kGADAdSizeSkyscraper Position:pos];
                break;
                
            case 7:
                [_admob startRequestAdmob:admobId AdSize:kGADAdSizeSmartBannerPortrait Position:pos];
                break;
                
            case 8:
                [_admob startRequestAdmob:admobId AdSize:kGADAdSizeSmartBannerLandscape Position:pos];
                break;
                
            default:
                [_admob startRequestAdmob:admobId AdSize:kGADAdSizeBanner Position:pos];
                break;
        }
    }
    
    - (void)setAdmobHidden:(BOOL)isHidden
    {
        [_admob setAdmobHidden:isHidden];
    }
    
    @end

    三、为第二步中的单例接口注冊C函数接口。提供给Unity使用
    LHAdmob.mm

    //
    //  LHAdmob.mm
    //  IOSAdmob
    //
    //  Created by LiuYanghui on 14-8-4.
    //  Copyright (c) 2014年 LiuYanghui. All rights reserved.
    //
    
    #import "IOSAdmobManager.h"
    
    extern "C" {
        void startRequestAdmob(const char* admobId, int adSizeId, float pixelX, float pixelY)
        {
            [[IOSAdmobManager getInstance] startRequestAdmob:[NSString stringWithUTF8String:admobId] AdSizeId:adSizeId Position:CGPointMake(pixelX, pixelY)];
        }
        
        void setAdmobHidden(bool isHidden)
        {
            [[IOSAdmobManager getInstance] setAdmobHidden:isHidden];
        }
    }

    OK,到这里已经完毕了Admob的创建和Unity接口编写。

    注意:
    1、Unity导出的iOSproject默认没有使用arc,所以以上代码所有未使用arc。
    Xcode->Targets->Build Settings->Objective-C Automatic Reference Counting 设置NO,即关闭arc。

    2、针对上诉接口创建什么类型的xCodeproject ?
    你能够创建随意的Xcodeproject。编写以上代码。

    也能够创建iOS->Framework & Library->Cocos Touch Static Library 静态库project。

    3、以上代码怎样加到Unity?
    第一个方法:直接将以上代码文件拷贝到Unity->Assets/Plugins/iOS 目录中。该文件是Unity指定的插件文件。
    第二个方法:假设你创建的是静态库project。Xcode->Product->Archive 编译出.a静态库文件,将.a文件拷贝到Unity->Assets/Plugins/iOS 目录中。



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  • 原文地址:https://www.cnblogs.com/blfbuaa/p/6852038.html
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