@stephkno wrote:
I'm trying to implement banner ads from Google.MobileAds/Firebase. I'm following this guide: https://components.xamarin.com/gettingstarted/firebaseiosadmob I was able to configure my app and enable firebase analytics but when I try to implement public void AddBanner() into the monogame project I get errors:
Error CS0246: The type or namespace name 'CGPoint' could not be found (are you missing a using directive or an assembly reference?) (CS0246) (word_game.iOS)
Error CS0029: Cannot implicitly convert type 'word_game.Program' to 'UIKit.UIViewController' (CS0029) (word_game.iOS)
Error CS0103: The name 'View' does not exist in the current context (CS0103) (word_game.iOS)
Here's my code:
using Google.MobileAds; namespace word_game { public class Game1 : Game { const string bannerId = "ca-app-pub-3940256099942544/6300978111"; BannerView adView; bool viewOnScreen = false; public void AddBanner() { // Setup your BannerView, review AdSizeCons class for more Ad sizes. adView = new BannerView(size: AdSizeCons.Banner, origin: new CGPoint(0, 0)) { AdUnitID = bannerId, RootViewController = this }; // Wire AdReceived event to know when the Ad is ready to be displayed adView.AdReceived += (object sender, EventArgs e) => { if (!viewOnScreen) { View.AddSubview(adView); viewOnScreen = true; } }; var request = Request.GetDefaultRequest(); // Requests test ads on devices you specify. Your test device ID is printed to the console when // an ad request is made. GADBannerView automatically returns test ads when running on a // simulator. After you get your device ID, add it here request.TestDevices = new[] { Request.SimulatorId.ToString() }; // Request an ad adView.LoadRequest(request); } public Game1() { graphics = new GraphicsDeviceManager(this); graphics.IsFullScreen = false; } protected override void Initialize() { base.Initialize(); screenWidth = GraphicsDevice.Viewport.Width; screenHeight = GraphicsDevice.Viewport.Height; tileSize = ((screenWidth - 200) / width); Console.WriteLine(screenWidth + " " + screenHeight); } protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. } protected override void Update(GameTime gameTime) { base.Update(gameTime); } protected override void Draw(GameTime gameTime) { base.Draw(gameTime); graphics.GraphicsDevice.Clear(Color.Green); } } }
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