fixes
This commit is contained in:
@@ -55,20 +55,20 @@ public class ColorbookFlowController : IAsyncStartable, IDisposable
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await _drawingCatalog.InitializeAsync(cancellation);
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if (!_navigatingToGameplay) _loadingScreen.Hide();
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PrewarmRewardedAdAsync(_scopeCts.Token).Forget();
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PrewarmInterstitialAdAsync(_scopeCts.Token).Forget();
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}
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private async UniTaskVoid PrewarmRewardedAdAsync(CancellationToken ct)
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private async UniTaskVoid PrewarmInterstitialAdAsync(CancellationToken ct)
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{
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try
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{
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if (!_ads.IsInitialized) await _ads.InitializeAsync(ct);
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if (!_ads.IsReady(AdFormat.Rewarded)) await _ads.LoadAsync(AdFormat.Rewarded, ct);
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if (!_ads.IsReady(AdFormat.Interstitial)) await _ads.LoadAsync(AdFormat.Interstitial, ct);
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}
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catch (OperationCanceledException) { }
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catch (Exception ex)
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{
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UnityEngine.Debug.LogWarning($"[ColorbookFlow] Rewarded prewarm failed: {ex.Message}");
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UnityEngine.Debug.LogWarning($"[ColorbookFlow] Interstitial prewarm failed: {ex.Message}");
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}
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}
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@@ -101,40 +101,51 @@ public class ColorbookFlowController : IAsyncStartable, IDisposable
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_loadingScreen.Show();
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_loadingScreen.SetProgress(0f);
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await ShowRewardedAdAsync(ct);
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// Fire the interstitial but never await it: the ad overlays the transition while the level
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// loads underneath, so a missed/dropped ad callback can't stall the flow at 0% anymore.
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ShowInterstitialAdAsync(ct).Forget();
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// Ad SDKs can resume the continuation on a background thread; the scene load below
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// must run on the Unity main thread. No-op when already there.
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await UniTask.SwitchToMainThread(ct);
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var progress = new Progress<float>(p => _loadingScreen.SetProgress(p * 0.5f));
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var mappedProgress = new Progress<float>(p => _loadingScreen.SetProgress(0.5f + p * 0.25f));
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await _progression.SetLastOpenedAsync(templateId);
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await _scenes.LoadSceneAsync(nameof(GameScene.Gameplay), progress: progress, cancellationToken: default);
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await _scenes.UnloadSceneAsync(nameof(GameScene.Colorbook), progress: mappedProgress,
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cancellationToken: default);
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}
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private async UniTask ShowRewardedAdAsync(CancellationToken ct)
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{
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const int InitTimeoutMs = 4000;
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try
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{
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if (!_ads.IsInitialized)
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var progress = new Progress<float>(p => _loadingScreen.SetProgress(p * 0.5f));
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var mappedProgress = new Progress<float>(p => _loadingScreen.SetProgress(0.5f + p * 0.25f));
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await _progression.SetLastOpenedAsync(templateId);
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await _scenes.LoadSceneAsync(nameof(GameScene.Gameplay), progress: progress, cancellationToken: default);
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await _scenes.UnloadSceneAsync(nameof(GameScene.Colorbook), progress: mappedProgress,
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cancellationToken: default);
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}
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catch (OperationCanceledException) { /* scope disposed */ }
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catch (Exception ex)
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{
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// Navigation failed mid-flight: release the latch and drop the loading screen so the
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// user can retry instead of being stuck on a loader frozen at 0%.
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UnityEngine.Debug.LogException(ex);
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_navigatingToGameplay = false;
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_loadingScreen.Hide();
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}
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}
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// Fire-and-forget interstitial. Shows only if one is already prewarmed; otherwise it kicks a
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// load for next time and returns immediately. Never blocks the level load — by design the
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// scene swap below does not depend on the ad's close callback, so the ad can never stall it.
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private async UniTaskVoid ShowInterstitialAdAsync(CancellationToken ct)
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{
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try
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{
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if (!_ads.IsInitialized) return;
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if (!_ads.IsReady(AdFormat.Interstitial))
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{
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using var timeoutCts = CancellationTokenSource.CreateLinkedTokenSource(ct);
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timeoutCts.CancelAfter(InitTimeoutMs);
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await _ads.InitializeAsync(timeoutCts.Token);
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_ads.LoadAsync(AdFormat.Interstitial, ct).Forget();
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return;
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}
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if (!_ads.IsReady(AdFormat.Rewarded)) return;
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await _ads.ShowAsync(AdFormat.Rewarded, ct);
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await _ads.ShowAsync(AdFormat.Interstitial, ct);
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}
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catch (OperationCanceledException) { }
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catch (Exception ex)
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{
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UnityEngine.Debug.LogWarning($"[ColorbookFlow] Rewarded ad skipped: {ex.Message}");
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UnityEngine.Debug.LogWarning($"[ColorbookFlow] Interstitial skipped: {ex.Message}");
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}
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}
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@@ -23,6 +23,8 @@ namespace Darkmatter.Services.Ads
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[SerializeField, Min(1f)] private float reloadDelaySeconds = 5f;
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[Tooltip("Max reload attempts before giving up.")]
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[SerializeField, Min(1)] private int reloadMaxAttempts = 6;
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[Tooltip("Hard fallback (seconds) to recover a full-screen show if AdMob never raises its close callback. Android focus-return recovery usually fires far sooner; this cap covers iOS/edge cases. Must exceed max plausible ad length so a real ad is never cut short.")]
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[SerializeField, Min(15f)] private float showWatchdogSeconds = 60f;
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public bool IsInitialized => _initialized;
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public event Action<AdFormat, AdLoadState> LoadStateChanged;
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@@ -32,6 +34,13 @@ namespace Darkmatter.Services.Ads
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private bool _isChildDirected;
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private CancellationTokenSource _lifetimeCts;
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// App interruption state, fed by the Unity lifecycle messages below. A full-screen ad
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// pushes the app into this state (Android raises focus-loss, iOS raises pause); the
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// watchdog uses the return-to-foreground transition to recover a missed close callback.
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private bool _appPaused;
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private bool _appUnfocused;
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private bool AppInterrupted => _appPaused || _appUnfocused;
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private readonly Dictionary<AdFormat, AdLoadState> _states = new();
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#if GOOGLE_MOBILE_ADS
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@@ -64,6 +73,11 @@ namespace Darkmatter.Services.Ads
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#endif
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}
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// Android raises focus-loss for full-screen ads; iOS raises pause. Track both so the show
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// watchdog can detect the ad's return-to-foreground regardless of platform.
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private void OnApplicationPause(bool pauseStatus) => _appPaused = pauseStatus;
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private void OnApplicationFocus(bool hasFocus) => _appUnfocused = !hasFocus;
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public async UniTask InitializeAsync(CancellationToken cancellationToken)
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{
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if (_initialized) return;
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@@ -364,81 +378,116 @@ namespace Darkmatter.Services.Ads
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}
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}
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private async UniTask<AdShowResult> ShowInterstitialAsync(CancellationToken cancellationToken)
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{
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var tcs = new UniTaskCompletionSource<AdShowResult>();
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Action onClosed = () => tcs.TrySetResult(AdShowResult.Success());
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Action<AdError> onFailed = err => tcs.TrySetResult(AdShowResult.Failure(err?.GetMessage()));
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_interstitial.OnAdFullScreenContentClosed += onClosed;
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_interstitial.OnAdFullScreenContentFailed += onFailed;
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_interstitial.Show();
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try
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{
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using (cancellationToken.Register(() => tcs.TrySetCanceled(cancellationToken)))
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return await tcs.Task;
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}
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finally
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{
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if (_interstitial != null)
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private UniTask<AdShowResult> ShowInterstitialAsync(CancellationToken cancellationToken) =>
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ShowFullScreenAsync(
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AdFormat.Interstitial,
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(c, f) =>
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{
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_interstitial.OnAdFullScreenContentClosed -= onClosed;
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_interstitial.OnAdFullScreenContentFailed -= onFailed;
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}
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ScheduleReload(AdFormat.Interstitial);
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}
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}
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_interstitial.OnAdFullScreenContentClosed += c;
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_interstitial.OnAdFullScreenContentFailed += f;
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},
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(c, f) =>
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{
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if (_interstitial == null) return;
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_interstitial.OnAdFullScreenContentClosed -= c;
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_interstitial.OnAdFullScreenContentFailed -= f;
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},
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() => AdShowResult.Success(),
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() => _interstitial.Show(),
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cancellationToken);
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private async UniTask<AdShowResult> ShowRewardedAsync(CancellationToken cancellationToken)
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private UniTask<AdShowResult> ShowRewardedAsync(CancellationToken cancellationToken)
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{
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var tcs = new UniTaskCompletionSource<AdShowResult>();
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bool earned = false;
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AdReward reward = default;
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Action onClosed = () => tcs.TrySetResult(earned ? AdShowResult.WithReward(reward) : AdShowResult.Success());
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Action<AdError> onFailed = err => tcs.TrySetResult(AdShowResult.Failure(err?.GetMessage()));
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_rewarded.OnAdFullScreenContentClosed += onClosed;
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_rewarded.OnAdFullScreenContentFailed += onFailed;
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_rewarded.Show(r =>
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{
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earned = true;
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reward = new AdReward(r.Type, r.Amount);
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});
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try
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{
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using (cancellationToken.Register(() => tcs.TrySetCanceled(cancellationToken)))
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return await tcs.Task;
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}
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finally
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{
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if (_rewarded != null)
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return ShowFullScreenAsync(
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AdFormat.Rewarded,
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(c, f) =>
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{
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_rewarded.OnAdFullScreenContentClosed -= onClosed;
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_rewarded.OnAdFullScreenContentFailed -= onFailed;
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}
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ScheduleReload(AdFormat.Rewarded);
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}
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_rewarded.OnAdFullScreenContentClosed += c;
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_rewarded.OnAdFullScreenContentFailed += f;
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},
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(c, f) =>
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{
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if (_rewarded == null) return;
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_rewarded.OnAdFullScreenContentClosed -= c;
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_rewarded.OnAdFullScreenContentFailed -= f;
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},
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() => earned ? AdShowResult.WithReward(reward) : AdShowResult.Success(),
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() => _rewarded.Show(r =>
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{
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earned = true;
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reward = new AdReward(r.Type, r.Amount);
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}),
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cancellationToken);
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}
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private async UniTask<AdShowResult> ShowRewardedInterstitialAsync(CancellationToken cancellationToken)
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private UniTask<AdShowResult> ShowRewardedInterstitialAsync(CancellationToken cancellationToken)
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{
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var tcs = new UniTaskCompletionSource<AdShowResult>();
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bool earned = false;
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AdReward reward = default;
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return ShowFullScreenAsync(
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AdFormat.RewardedInterstitial,
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(c, f) =>
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{
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_rewardedInterstitial.OnAdFullScreenContentClosed += c;
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_rewardedInterstitial.OnAdFullScreenContentFailed += f;
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},
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(c, f) =>
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{
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if (_rewardedInterstitial == null) return;
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_rewardedInterstitial.OnAdFullScreenContentClosed -= c;
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_rewardedInterstitial.OnAdFullScreenContentFailed -= f;
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},
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() => earned ? AdShowResult.WithReward(reward) : AdShowResult.Success(),
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() => _rewardedInterstitial.Show(r =>
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{
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earned = true;
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reward = new AdReward(r.Type, r.Amount);
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}),
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cancellationToken);
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}
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Action onClosed = () => tcs.TrySetResult(earned ? AdShowResult.WithReward(reward) : AdShowResult.Success());
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Action<AdError> onFailed = err => tcs.TrySetResult(AdShowResult.Failure(err?.GetMessage()));
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private UniTask<AdShowResult> ShowAppOpenAsync(CancellationToken cancellationToken) =>
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ShowFullScreenAsync(
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AdFormat.AppOpen,
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(c, f) =>
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{
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_appOpen.OnAdFullScreenContentClosed += c;
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_appOpen.OnAdFullScreenContentFailed += f;
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},
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(c, f) =>
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{
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if (_appOpen == null) return;
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_appOpen.OnAdFullScreenContentClosed -= c;
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_appOpen.OnAdFullScreenContentFailed -= f;
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},
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() => AdShowResult.Success(),
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() => _appOpen.Show(),
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cancellationToken);
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_rewardedInterstitial.OnAdFullScreenContentClosed += onClosed;
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_rewardedInterstitial.OnAdFullScreenContentFailed += onFailed;
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_rewardedInterstitial.Show(r =>
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{
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earned = true;
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reward = new AdReward(r.Type, r.Amount);
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});
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// Shared full-screen show flow. AdMob can drop OnAdFullScreenContentClosed for a shown ad
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// (focus loss/regain mid-ad, reloaded-ad reuse on a 2nd show, SDK edge cases); without a
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// fallback the awaiting caller hangs forever and the post-ad scene load never runs (loading
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// bar frozen at 0%). WatchShowAsync force-resolves via idempotent TrySetResult if the real
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// close event never arrives. buildResult is reused so a granted reward survives recovery.
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private async UniTask<AdShowResult> ShowFullScreenAsync(
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AdFormat format,
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Action<Action, Action<AdError>> subscribe,
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Action<Action, Action<AdError>> unsubscribe,
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Func<AdShowResult> buildResult,
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Action show,
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CancellationToken cancellationToken)
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{
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var tcs = new UniTaskCompletionSource<AdShowResult>();
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bool resolved = false;
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Action onClosed = () => { resolved = true; tcs.TrySetResult(buildResult()); };
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Action<AdError> onFailed = err => { resolved = true; tcs.TrySetResult(AdShowResult.Failure(err?.GetMessage())); };
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subscribe(onClosed, onFailed);
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show();
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WatchShowAsync(tcs, () => resolved, buildResult, cancellationToken).Forget();
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try
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{
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@@ -447,39 +496,59 @@ namespace Darkmatter.Services.Ads
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}
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finally
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{
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if (_rewardedInterstitial != null)
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{
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_rewardedInterstitial.OnAdFullScreenContentClosed -= onClosed;
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_rewardedInterstitial.OnAdFullScreenContentFailed -= onFailed;
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}
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ScheduleReload(AdFormat.RewardedInterstitial);
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resolved = true; // stop the watchdog within one poll
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unsubscribe(onClosed, onFailed);
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ScheduleReload(format);
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}
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}
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private async UniTask<AdShowResult> ShowAppOpenAsync(CancellationToken cancellationToken)
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// Recovers a full-screen show when AdMob never raises its close callback. Primary signal:
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// the ad interrupts the app (focus-loss on Android, pause on iOS) and then the app returns
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// to the foreground — independent of OnAdFullScreenContentOpened, which can also be dropped.
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// Fallback: a hard time cap for platforms/cases where neither lifecycle event fires.
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// Realtime delays so a paused game (timeScale = 0) can't freeze the watchdog.
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private async UniTaskVoid WatchShowAsync(
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UniTaskCompletionSource<AdShowResult> tcs,
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Func<bool> isResolved,
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Func<AdShowResult> buildResult,
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CancellationToken cancellationToken)
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{
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var tcs = new UniTaskCompletionSource<AdShowResult>();
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Action onClosed = () => tcs.TrySetResult(AdShowResult.Success());
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Action<AdError> onFailed = err => tcs.TrySetResult(AdShowResult.Failure(err?.GetMessage()));
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_appOpen.OnAdFullScreenContentClosed += onClosed;
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_appOpen.OnAdFullScreenContentFailed += onFailed;
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_appOpen.Show();
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const int PollMs = 250;
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const int ForegroundGraceMs = 750;
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bool sawInterrupted = false;
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float elapsed = 0f;
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try
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{
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using (cancellationToken.Register(() => tcs.TrySetCanceled(cancellationToken)))
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return await tcs.Task;
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}
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finally
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{
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if (_appOpen != null)
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while (!cancellationToken.IsCancellationRequested && !isResolved())
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{
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_appOpen.OnAdFullScreenContentClosed -= onClosed;
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_appOpen.OnAdFullScreenContentFailed -= onFailed;
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await UniTask.Delay(PollMs, DelayType.Realtime, PlayerLoopTiming.Update, cancellationToken);
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if (isResolved()) return;
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||||
elapsed += PollMs / 1000f;
|
||||
|
||||
if (AppInterrupted)
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||||
{
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||||
sawInterrupted = true; // ad took the foreground
|
||||
}
|
||||
else if (sawInterrupted)
|
||||
{
|
||||
// App returned to foreground after the ad held it => ad was dismissed but
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||||
// the close callback was dropped. Brief grace for the real event, then force.
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await UniTask.Delay(ForegroundGraceMs, DelayType.Realtime, PlayerLoopTiming.Update, cancellationToken);
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if (!isResolved() && tcs.TrySetResult(buildResult()))
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Debug.LogWarning("[AdMobAdService] Close callback missed; recovered via foreground watchdog.");
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||||
return;
|
||||
}
|
||||
|
||||
if (elapsed >= showWatchdogSeconds)
|
||||
{
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||||
if (!isResolved() && tcs.TrySetResult(buildResult()))
|
||||
Debug.LogWarning($"[AdMobAdService] Close callback missed; recovered via {showWatchdogSeconds:0}s watchdog cap.");
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||||
return;
|
||||
}
|
||||
}
|
||||
ScheduleReload(AdFormat.AppOpen);
|
||||
}
|
||||
catch (OperationCanceledException) { }
|
||||
}
|
||||
|
||||
private void WireFullScreenEvents(InterstitialAd ad, AdFormat format) =>
|
||||
|
||||
@@ -1,5 +1,365 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!1 &2062124670924785838
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GameObject:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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serializedVersion: 6
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m_Component:
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- component: {fileID: 4283726034190383322}
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- component: {fileID: 3056456366338868420}
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- component: {fileID: 4472768584405535780}
|
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- component: {fileID: 1416192098695008161}
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m_Layer: 5
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m_Name: Ball 1 (4)
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_IsActive: 1
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--- !u!224 &4283726034190383322
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RectTransform:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 2062124670924785838}
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 2.1480439, y: 2.1480439, z: 2.1480439}
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m_ConstrainProportionsScale: 1
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m_Children: []
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m_Father: {fileID: 7007843749351456914}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0.5}
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Reference in New Issue
Block a user