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Unity Ads Cocos2d-x Android Studio Integration Demo

CMake 1.20% C++ 72.36% C 9.62% Python 0.26% Shell 0.13% Batchfile 0.01% Objective-C 9.60% Makefile 0.19% Objective-C++ 2.49% Java 3.66% GLSL 0.32% JavaScript 0.08% Lua 0.08%

unityadscocos2dxandroidstudiodemo's Introduction

This demo project shows how to integrate the Unity Ads SDK into a Cocos2Dx Android game

*Asume you already have a Cocos2d-x and Android native development environment. If you aren't, Cocos2d-x and Android NDK resources are for your references.

How to integrate Unity Ads into your Cocos2dx Android project

Operating on UniytAds dashboard

Create a Game Project on the Unity Ads Dashboard

  • Log into the dashboard using your UDN Account
  • Create a new game project
  • Look for your Android Game ID in the project, a 7-digit number that you will use in your integration

Add Unity Ads Android SDK in your project.

Import the Unity Ads AAR Framework

  1. Download the Unity SDK from https://github.com/Applifier/unity-ads-sdk
  2. Unzip the project, and locate unity-ads.aar. This package contains all binaries and configuration files for Unity Ads SDK.
  3. You start importing Unity Ads by selecting 'File' > 'New' > 'New Module' and choosing 'Import .JAR/.AAR Package'. Select the downloaded aar file from your computer and import the file.
  4. Now you need to add the imported Unity Ads module as a dependency to your own module. Right click your app module, select 'Open Module Settings' and open 'Dependencies' tab. Add a new dependency as 'Module Dependency' and select Unity Ads module.

Setup Unity Ads in Android layer

Import UnityAds to your AppActivity

  1. Import UnityAds package UnityAds and IUnityAdsListener in AppActivity file

    import com.unity3d.ads.android.IUnityAdsListener;
    import com.unity3d.ads.android.UnityAds;
  2. Make your AppActivity implements IUnityAdsListener protocol

    public class AppActivity extends Cocos2dxActivity implements IUnityAdsListener {
  3. Implement IUnityAdsListener methods in AppActivity

    public void onHide(){
        Log.d("[Ads Test Lifecycle]", "onHide");
    }
    
    public void onShow(){
        Log.d("[Ads Test Lifecycle]", "onShow");
    }
    
    public void onVideoStarted(){
        Log.d("[Ads Test Lifecycle]", "onVideoStarted");
    }
    
    public  void onVideoCompleted(String itemKey, boolean skipped){
        Log.d("[Ads Test Lifecycle]", "[onVideoCompleted] with key="+itemKey+", and skipped="+skipped);
    }
    
    public void onFetchCompleted(){
        Log.d("[Ads Test Lifecycle]", "onFetchCompleted");
    }
    
    public void onFetchFailed(){
        Log.d("[Ads Test Lifecycle]", "onFetchFailed");
    }
  4. Initialize UnityAds in UnityAdsInit method.

    @Override
    protected void onCreate(final Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);
        initAd();
    }
    
    @Override
    protected void onResume() {
        super.onResume();
        UnityAds.changeActivity(this);
    }
    
    private void initAd(){
        Log.d("[Ads Test]", "initializing ad");
        UnityAds.setTestMode(true);
        UnityAds.init((Activity) this, "1044314", (IUnityAdsListener) this);
    }

Call Android functions from your Cocos2dx game

Add Java JNI Interface

  1. Create UnityAdsNDK.java file.
  2. Add static methods for native to call.
```Java
import com.unity3d.ads.android.UnityAds;
import android.util.Log;

public class UnityAdsNDK {

    public static boolean canUnityAdsShow() {
        Log.d("[Ads Test]", "canUnityAdsShow");
        return UnityAds.canShow();
    }

    public static void showUnityAds() {
        Log.d("[Ads Test]", "showUnityAds");
        UnityAds.show();
    }
}
```

Call Unity Ads Methods From C++

  1. You need open the Cocos2d-x project root folder by using Android Studio in order to see the JNI C++ folder. The folder is located at {YourCocos2dxProjectRoot}/proj.android-studio/app/jni/ , Create the header file and C++ implementation file UnityAdsBridge.h and UnityAdsBridge.cpp
  2. Move UnityAdsBridge.h to Classes folder in order to be called thru class path.
  3. Add the header file and implementation C++ file in Android.mk
  LOCAL_SRC_FILES := hellocpp/main.cpp \
                     hellocpp/UnityAdsJni.cpp \
                     ../../../Classes/AppDelegate.cpp \
                     ../../../Classes/HelloWorldScene.cpp
  
  LOCAL_C_INCLUDES := $(LOCAL_PATH)/../../../Classes \
                      hellocpp/UnityAdsJni.h
  1. Add below source code in the header file
```Cpp
#include <jni.h>
#include "platform/android/jni/JniHelper.h"

#ifdef __cplusplus
extern "C" {
#endif
    extern bool canShowJni();
    extern void showJni();

#ifdef __cplusplus
}
#endif
```
  1. Add below implementation in the C++ implementation file.
```Cpp
#include "UnityAdsBridge.h"
#include <android/log.h>
#include "AppDelegate.h"
#include "cocos2d.h"

#define LOG_TAG    "UnityAdsBridge"
#define LOGD(...)  __android_log_print(ANDROID_LOG_DEBUG,LOG_TAG,__VA_ARGS__)

#define CLASS_NAME "org/cocos2dx/cpp/UnityAdsNDK"

using namespace cocos2d;

#ifdef __cplusplus
extern "C" {
#endif
    bool canShowJni()
    {

        JniMethodInfo methodInfo;

        if (! JniHelper::getStaticMethodInfo(methodInfo, CLASS_NAME, "canUnityAdsShow", "()Z"))
        {
            LOGD("Failed to find static method of canUnityAdsShow");
            return false;
        }

        jboolean ans = (jboolean)methodInfo.env->CallStaticBooleanMethod(methodInfo.classID, methodInfo.methodID);

        bool ret = false;
        if(JNI_TRUE == ans)ret = true;
        return ret;
    }

    void showJni()
    {

        JniMethodInfo methodInfo;

        if (! JniHelper::getStaticMethodInfo(methodInfo, CLASS_NAME, "showUnityAds", "()V"))
        {
            LOGD("Failed to find static method of showUnityAds");
            return;
        }

        methodInfo.env->CallStaticVoidMethod(methodInfo.classID, methodInfo.methodID);

    }

#ifdef __cplusplus
}
#endif
```
  1. Import #include "UnityAdsBridge.h" in HelloWorldScene.h file.
  2. In HelloWorldScene.h file, move the menu button to a easy to click place and make it bigger also for easy clicking.
	auto closeItem = MenuItemImage::create("coin_1.png", "coin_1.png",
                                         CC_CALLBACK_1(HelloWorld::menuCloseCallback, this));
  closeItem->setPosition(Vec2(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y));
  1. Replace end game function to show ads.
  if(canShowJni()) {
      showJni();
  }
  //Director::getInstance()->end();

Reward the player - Call native functions from Android

We just update text from "Hello World" to "Rewarded" this time.

  1. Add reward api in UnityAdsBridge.h header file.
  JNIEXPORT void JNICALL Java_org_cocos2dx_cpp_UnityAdsNDK_reward (JNIEnv *, jobject, jstring s);
  static char* jstringTostring(JNIEnv* env, jstring jstr);
  1. Add reward implementation in the UnityAdsBridge.cpp file.
  JNIEXPORT void JNICALL Java_org_cocos2dx_cpp_UnityAdsNDK_reward (JNIEnv * env, jobject jobj, jstring zoneid)
  {
      char* ret = NULL;
  	ret = jstringTostring(env, zoneid);

      LOGD("placement id = %s", ret);

      auto scene = Director::getInstance()->getRunningScene()->getChildren().at(1);
      if (typeid(*scene) == typeid(HelloWorld)) {
          static_cast<HelloWorld*>(scene)->rewardPlayer(ret);
      } else {
          LOGD("gameScene is still NULL");
      }
  }
  static char* jstringTostring(JNIEnv* env, jstring jstr)
  {
  	char* rtn = NULL;

  	// convert jstring to byte array
  	jclass clsstring = env->FindClass("java/lang/String");
  	jstring strencode = env->NewStringUTF("utf-8");
  	jmethodID mid = env->GetMethodID(clsstring, "getBytes", "(Ljava/lang/String;)[B");
  	jbyteArray barr= (jbyteArray)env->CallObjectMethod(jstr, mid, strencode);
  	jsize alen =  env->GetArrayLength(barr);
  	jbyte* ba = env->GetByteArrayElements(barr, JNI_FALSE);

  	// copy byte array into char[]
  	if (alen > 0)
  	{
  		rtn = new char[alen + 1];
  		memcpy(rtn, ba, alen);
  		rtn[alen] = 0;
  	}
  	env->ReleaseByteArrayElements(barr, ba, 0);

  	return rtn;
  }
  1. Add native reward api call in Android layer when video completed. Add native interface in UnityAdsNDK class.
public static native void reward(String placementId);

Add call of the native interface in AppActivity class.

  public  void onVideoCompleted(String itemKey, boolean skipped){
      UnityAdsNDK.reward("rewardedVideo");
      Log.d("[Ads Test Lifecycle]", "[onVideoCompleted] with key="+itemKey+", and skipped="+skipped);
  }
  1. Update game logic update label text from "Hello World" to "Rewarded". Add rewardPlayer interface in HelloWorld C++ header.
  void rewardPlayer(char* rewardId);

Upgrade "Hello World" label to a private field in HelloWorld C++ header.

private:
  cocos2d::Label* _label;

Change the declaration and use of label to use _label in HelloWorld C++ class.

  _label = Label::createWithTTF("Hello World", "fonts/Marker Felt.ttf", 60);
  
  _label->setPosition(Vec2(origin.x + visibleSize.width/2,
                          origin.y + visibleSize.height - _label->getContentSize().height));

  this->addChild(_label, 1);

Add implementation of rewardPlayer function in HelloWorld C++ class.

  void HelloWorld::rewardPlayer(char* rewardId) {
      _label->setString("Rewarded!");
  }

Finally, we finished a rewarded video.

For more information, check out the Android Integration Guide, the support Forum, or contact [email protected]

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