@playcraft/adsdk 1.0.7 → 1.0.9
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/defines.d.ts +6 -0
- package/dist/esm/index.js +368 -54
- package/dist/iife/index.js +366 -53
- package/dist/index.d.mts +222 -7
- package/dist/index.d.ts +222 -7
- package/dist/index.js +370 -55
- package/package.json +1 -1
package/dist/index.d.mts
CHANGED
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@@ -1,4 +1,4 @@
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-
type EventName = 'init' | '
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type EventName = 'init' | 'ready' | 'start' | 'interactive' | 'interaction' | 'success' | 'resize' | 'pause' | 'resume' | 'volume' | 'retry' | 'finish' | 'install';
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type InitCallbackType = (maxWidth: number, maxHeight: number) => void;
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/**
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@@ -24,13 +24,23 @@ declare class sdk {
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static isFinished: boolean;
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/** Current volume level (0-1) */
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static volume: number;
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/** Number of user interactions with the playable ad */
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/** Number of user interactions with the playable ad (auto-incremented on each touch/click) */
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static interactions: number;
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/** Number of successful game actions (e.g., successful matches, level clears).
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* Controlled by calling sdk.recordSuccessCount(), NOT auto-incremented.
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*/
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static successCount: number;
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/**
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* Initializes the SDK and sets up protocol-specific handlers.
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* This must be called as earlier as possible.
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*
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* @param callback Optional function called when ad container is ready
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* @param options Optional configuration options
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* @param options.totalSuccessCount Total number of successful actions expected for progress tracking.
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* When set, the SDK will track success progress as a percentage and trigger
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* channel-specific milestone events (e.g., AppLovin: CHALLENGE_PASS_25/50/75, CHALLENGE_SOLVED).
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* Different channels monitor different percentage thresholds independently.
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* Set to 0 or omit to disable progress tracking.
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* @example
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* // Basic initialization
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* sdk.init();
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@@ -40,11 +50,17 @@ declare class sdk {
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* new App(width, height)
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* });
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*
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*
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*
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*
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* // Initialization with success count progress tracking
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* sdk.init((width, height) => {
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* new App(width, height)
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* }, { totalSuccessCount: 20 });
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*
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* @fires loading When SDK initialization starts
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* @fires loaded When game instance is created and ready to load resources
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*/
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static init(callback?: InitCallbackType
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static init(callback?: InitCallbackType, options?: {
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totalSuccessCount?: number;
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}): void;
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/**
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* Starts the playable ad experience.
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* Should be called after all resources are loaded and first frame is rendered.
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@@ -57,6 +73,20 @@ declare class sdk {
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* @fires resize When the ad container is initially sized
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*/
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static start(): void;
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/**
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* Marks the main scene as fully loaded and ready for user interaction.
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* Should be called at the end of your main game scene's create() method.
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*
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* @example
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* // In Phaser MainScene.create()
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* create() {
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* // ... all initialization code ...
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* sdk.interactive();
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* }
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*
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* @fires interactive When the main scene is ready for user interaction
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*/
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static interactive(): void;
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/**
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* Marks the playable ad as finished.
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* This triggers network-specific completion handlers.
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@@ -104,6 +134,53 @@ declare class sdk {
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* @fires resize With current maxWidth and maxHeight
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*/
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static resize(): void;
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/**
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* Records successful game actions (e.g., successful match, level clear).
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* This should be called by game logic when a meaningful success occurs.
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* This count is used for progress tracking (e.g., AppLovin milestone events).
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*
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* @param count Optional success count to add (default: 1)
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*
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* @example
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* // Record single success when match completes
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* onMatchSuccess() {
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* sdk.recordSuccessCount();
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* }
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*
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* // Record multiple successes at once
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* onComboMatch(comboCount) {
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* sdk.recordSuccessCount(comboCount);
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* }
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*
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* @fires success With updated success count (triggers progress tracking)
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*/
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static recordSuccessCount(count?: number): void;
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/**
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* Records a game success/completion event.
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* Sends platform-specific success tracking events:
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* - AppLovin: CHALLENGE_SOLVED
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* - Bigabid: complete
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* - InMobi: Gameplay_Complete
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*
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* @example
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* // When player completes the level
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* onLevelComplete() {
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* sdk.recordSuccess();
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* }
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*/
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static recordSuccess(): void;
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/**
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* Records a game failure event.
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* Sends platform-specific failure tracking events:
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* - AppLovin: CHALLENGE_FAILED
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*
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* @example
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* // When player fails the level
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* onLevelFailed() {
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* sdk.recordFailed();
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* }
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*/
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static recordFailed(): void;
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/**
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* Forces the playable ad into a paused state.
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*
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@@ -179,6 +256,10 @@ declare class sdk {
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* @returns 当前渠道
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*/
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static getCurChannel(): "applovin" | "ironsource" | "unity" | "mintegral" | "preview" | "google" | "facebook" | "moloco" | "vungle" | "adcolony" | "tapjoy" | "snapchat" | "tiktok" | "appreciate" | "chartboost" | "pangle" | "mytarget" | "liftoff" | "smadex" | "adikteev" | "bigabid" | "inmobi" | "bigoads";
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/**
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* 判断是否是 Google
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*/
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static isGoogle(): boolean;
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}
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/**
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@@ -198,4 +279,138 @@ declare function hideWechatGuide(): void;
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*/
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declare function removeWechatGuide(): void;
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-
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/**
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* 设置交互总数
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*/
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declare function setTotalInteractions(total: number): void;
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/**
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* 检查交互进度,触发对应里程碑
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*/
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declare function checkInteractionProgress(currentInteractions: number): void;
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/**
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* init 事件:SDK 初始化开始
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* 渠道埋点: Bigabid:mraid_viewable | InMobi:Ad_Load_Start | AppLovin:LOADING
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* 同时初始化进度里程碑
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* @param adNetwork - 可选的广告渠道名称,不传则使用全局 AD_NETWORK
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*/
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declare function _onInit(adNetwork?: string): void;
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/**
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* start 事件:游戏资源加载完成
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* 渠道埋点: Bigabid:game_viewable | InMobi:Ad_Viewable | AppLovin:LOADED
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* @param adNetwork - 可选的广告渠道名称,不传则使用全局 AD_NETWORK
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*/
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declare function _onStart(adNetwork?: string): void;
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/**
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* interactive 事件:主场景就绪,用户可交互
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* 渠道埋点: AppLovin:DISPLAYED
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* @param adNetwork - 可选的广告渠道名称,不传则使用全局 AD_NETWORK
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*/
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declare function _onInteractive(adNetwork?: string): void;
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/**
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* interaction 事件:首次交互
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* 渠道埋点: Bigabid:engagement | InMobi:First_Engagement | AppLovin:CHALLENGE_STARTED
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* @param adNetwork - 可选的广告渠道名称,不传则使用全局 AD_NETWORK
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*/
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declare function _onInteraction(adNetwork?: string): void;
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/**
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* success 事件:成功计数(用于进度百分比追踪)
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*/
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declare function _onSuccess(successCount: number): void;
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/**
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* finish 事件:游戏结束
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* 渠道埋点: Bigabid:complete | InMobi:Gameplay_Complete | AppLovin:ENDCARD_SHOWN
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* @param adNetwork - 可选的广告渠道名称,不传则使用全局 AD_NETWORK
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*/
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declare function _onFinish(adNetwork?: string): void;
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/**
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* install 事件:点击安装
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* 渠道埋点: Bigabid:click | InMobi:DSP_Click | AppLovin:CTA_CLICKED
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* @param adNetwork - 可选的广告渠道名称,不传则使用全局 AD_NETWORK
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*/
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declare function _onInstall(adNetwork?: string): void;
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/**
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* retry 事件:重试游戏
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* 渠道埋点: AppLovin:CHALLENGE_RETRY
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* @param adNetwork - 可选的广告渠道名称,不传则使用全局 AD_NETWORK
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*/
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declare function _onRetry(adNetwork?: string): void;
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/**
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* 触发游戏成功事件
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* 不同渠道发送对应的成功埋点
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* @param adNetwork - 可选的广告渠道名称,不传则使用全局 AD_NETWORK
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*/
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declare function _trackChallengeSuccess(adNetwork?: string): void;
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/**
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* 触发游戏失败事件
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* 不同渠道发送对应的失败埋点
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* @param adNetwork - 可选的广告渠道名称,不传则使用全局 AD_NETWORK
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*/
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declare function _trackChallengeFailed(adNetwork?: string): void;
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/**
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* 统一的埋点追踪对象
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* 包含所有 SDK 事件的埋点方法
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*/
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declare const tracking: {
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/**
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* SDK 初始化开始
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* @param adNetwork - 可选的广告渠道名称
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*/
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onInit: typeof _onInit;
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/**
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* 游戏资源加载完成
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* @param adNetwork - 可选的广告渠道名称
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*/
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onStart: typeof _onStart;
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/**
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* 主场景就绪,用户可交互
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* @param adNetwork - 可选的广告渠道名称
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*/
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onInteractive: typeof _onInteractive;
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/**
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* 首次交互
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* @param adNetwork - 可选的广告渠道名称
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*/
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onInteraction: typeof _onInteraction;
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/**
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* 成功计数(用于进度百分比追踪)
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* @param successCount - 当前成功次数
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*/
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onSuccess: typeof _onSuccess;
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/**
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* 游戏结束
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* @param adNetwork - 可选的广告渠道名称
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*/
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onFinish: typeof _onFinish;
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/**
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* 点击安装
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* @param adNetwork - 可选的广告渠道名称
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*/
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onInstall: typeof _onInstall;
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/**
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* 重试游戏
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* @param adNetwork - 可选的广告渠道名称
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*/
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onRetry: typeof _onRetry;
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/**
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* 设置交互总数(用于进度百分比计算)
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* @param total - 交互总数
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*/
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setTotalInteractions: typeof setTotalInteractions;
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/**
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* 检查交互进度
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* @param currentInteractions - 当前交互次数
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*/
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checkInteractionProgress: typeof checkInteractionProgress;
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/**
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* 触发游戏成功事件
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* @param adNetwork - 可选的广告渠道名称
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*/
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trackChallengeSuccess: typeof _trackChallengeSuccess;
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/**
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* 触发游戏失败事件
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* @param adNetwork - 可选的广告渠道名称
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*/
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trackChallengeFailed: typeof _trackChallengeFailed;
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};
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export { sdk as default, hideWechatGuide, removeWechatGuide, sdk, showWechatGuide, tracking };
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package/dist/index.d.ts
CHANGED
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@@ -1,4 +1,4 @@
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1
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type EventName = 'init' | '
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type EventName = 'init' | 'ready' | 'start' | 'interactive' | 'interaction' | 'success' | 'resize' | 'pause' | 'resume' | 'volume' | 'retry' | 'finish' | 'install';
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type InitCallbackType = (maxWidth: number, maxHeight: number) => void;
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4
4
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/**
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@@ -24,13 +24,23 @@ declare class sdk {
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static isFinished: boolean;
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/** Current volume level (0-1) */
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static volume: number;
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/** Number of user interactions with the playable ad */
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/** Number of user interactions with the playable ad (auto-incremented on each touch/click) */
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static interactions: number;
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/** Number of successful game actions (e.g., successful matches, level clears).
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* Controlled by calling sdk.recordSuccessCount(), NOT auto-incremented.
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*/
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static successCount: number;
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/**
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* Initializes the SDK and sets up protocol-specific handlers.
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* When set, the SDK will track success progress as a percentage and trigger
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* channel-specific milestone events (e.g., AppLovin: CHALLENGE_PASS_25/50/75, CHALLENGE_SOLVED).
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* Different channels monitor different percentage thresholds independently.
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* Set to 0 or omit to disable progress tracking.
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* new App(width, height)
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* });
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*
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* // Initialization with success count progress tracking
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* sdk.init((width, height) => {
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* new App(width, height)
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* }, { totalSuccessCount: 20 });
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*
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* @fires loading When SDK initialization starts
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* @fires loaded When game instance is created and ready to load resources
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static init(callback?: InitCallbackType
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static init(callback?: InitCallbackType, options?: {
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totalSuccessCount?: number;
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}): void;
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/**
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* Starts the playable ad experience.
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* Should be called after all resources are loaded and first frame is rendered.
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* @fires resize When the ad container is initially sized
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static start(): void;
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/**
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* Marks the main scene as fully loaded and ready for user interaction.
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* Should be called at the end of your main game scene's create() method.
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*
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* @example
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* // In Phaser MainScene.create()
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* create() {
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* // ... all initialization code ...
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* sdk.interactive();
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* }
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*
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* @fires interactive When the main scene is ready for user interaction
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*/
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static interactive(): void;
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/**
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* Marks the playable ad as finished.
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* This triggers network-specific completion handlers.
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* @fires resize With current maxWidth and maxHeight
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*/
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static resize(): void;
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/**
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* Records successful game actions (e.g., successful match, level clear).
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* This should be called by game logic when a meaningful success occurs.
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* This count is used for progress tracking (e.g., AppLovin milestone events).
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*
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* @param count Optional success count to add (default: 1)
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*
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* @example
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* // Record single success when match completes
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* onMatchSuccess() {
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* sdk.recordSuccessCount();
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* }
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*
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* // Record multiple successes at once
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* onComboMatch(comboCount) {
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* sdk.recordSuccessCount(comboCount);
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* }
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*
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* @fires success With updated success count (triggers progress tracking)
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*/
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static recordSuccessCount(count?: number): void;
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/**
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* Records a game success/completion event.
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* Sends platform-specific success tracking events:
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* - AppLovin: CHALLENGE_SOLVED
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* - Bigabid: complete
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* - InMobi: Gameplay_Complete
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*
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* @example
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* // When player completes the level
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* onLevelComplete() {
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* sdk.recordSuccess();
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* }
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*/
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static recordSuccess(): void;
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/**
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* Records a game failure event.
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* Sends platform-specific failure tracking events:
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* - AppLovin: CHALLENGE_FAILED
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*
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* @example
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* // When player fails the level
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* onLevelFailed() {
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* sdk.recordFailed();
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* }
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*/
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static recordFailed(): void;
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/**
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* Forces the playable ad into a paused state.
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*
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@@ -179,6 +256,10 @@ declare class sdk {
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* @returns 当前渠道
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*/
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static getCurChannel(): "applovin" | "ironsource" | "unity" | "mintegral" | "preview" | "google" | "facebook" | "moloco" | "vungle" | "adcolony" | "tapjoy" | "snapchat" | "tiktok" | "appreciate" | "chartboost" | "pangle" | "mytarget" | "liftoff" | "smadex" | "adikteev" | "bigabid" | "inmobi" | "bigoads";
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|
+
/**
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260
|
+
* 判断是否是 Google
|
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|
+
*/
|
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|
+
static isGoogle(): boolean;
|
|
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263
|
}
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264
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265
|
/**
|
|
@@ -198,4 +279,138 @@ declare function hideWechatGuide(): void;
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198
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*/
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199
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|
declare function removeWechatGuide(): void;
|
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200
281
|
|
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|
-
|
|
282
|
+
/**
|
|
283
|
+
* 设置交互总数
|
|
284
|
+
*/
|
|
285
|
+
declare function setTotalInteractions(total: number): void;
|
|
286
|
+
/**
|
|
287
|
+
* 检查交互进度,触发对应里程碑
|
|
288
|
+
*/
|
|
289
|
+
declare function checkInteractionProgress(currentInteractions: number): void;
|
|
290
|
+
/**
|
|
291
|
+
* init 事件:SDK 初始化开始
|
|
292
|
+
* 渠道埋点: Bigabid:mraid_viewable | InMobi:Ad_Load_Start | AppLovin:LOADING
|
|
293
|
+
* 同时初始化进度里程碑
|
|
294
|
+
* @param adNetwork - 可选的广告渠道名称,不传则使用全局 AD_NETWORK
|
|
295
|
+
*/
|
|
296
|
+
declare function _onInit(adNetwork?: string): void;
|
|
297
|
+
/**
|
|
298
|
+
* start 事件:游戏资源加载完成
|
|
299
|
+
* 渠道埋点: Bigabid:game_viewable | InMobi:Ad_Viewable | AppLovin:LOADED
|
|
300
|
+
* @param adNetwork - 可选的广告渠道名称,不传则使用全局 AD_NETWORK
|
|
301
|
+
*/
|
|
302
|
+
declare function _onStart(adNetwork?: string): void;
|
|
303
|
+
/**
|
|
304
|
+
* interactive 事件:主场景就绪,用户可交互
|
|
305
|
+
* 渠道埋点: AppLovin:DISPLAYED
|
|
306
|
+
* @param adNetwork - 可选的广告渠道名称,不传则使用全局 AD_NETWORK
|
|
307
|
+
*/
|
|
308
|
+
declare function _onInteractive(adNetwork?: string): void;
|
|
309
|
+
/**
|
|
310
|
+
* interaction 事件:首次交互
|
|
311
|
+
* 渠道埋点: Bigabid:engagement | InMobi:First_Engagement | AppLovin:CHALLENGE_STARTED
|
|
312
|
+
* @param adNetwork - 可选的广告渠道名称,不传则使用全局 AD_NETWORK
|
|
313
|
+
*/
|
|
314
|
+
declare function _onInteraction(adNetwork?: string): void;
|
|
315
|
+
/**
|
|
316
|
+
* success 事件:成功计数(用于进度百分比追踪)
|
|
317
|
+
*/
|
|
318
|
+
declare function _onSuccess(successCount: number): void;
|
|
319
|
+
/**
|
|
320
|
+
* finish 事件:游戏结束
|
|
321
|
+
* 渠道埋点: Bigabid:complete | InMobi:Gameplay_Complete | AppLovin:ENDCARD_SHOWN
|
|
322
|
+
* @param adNetwork - 可选的广告渠道名称,不传则使用全局 AD_NETWORK
|
|
323
|
+
*/
|
|
324
|
+
declare function _onFinish(adNetwork?: string): void;
|
|
325
|
+
/**
|
|
326
|
+
* install 事件:点击安装
|
|
327
|
+
* 渠道埋点: Bigabid:click | InMobi:DSP_Click | AppLovin:CTA_CLICKED
|
|
328
|
+
* @param adNetwork - 可选的广告渠道名称,不传则使用全局 AD_NETWORK
|
|
329
|
+
*/
|
|
330
|
+
declare function _onInstall(adNetwork?: string): void;
|
|
331
|
+
/**
|
|
332
|
+
* retry 事件:重试游戏
|
|
333
|
+
* 渠道埋点: AppLovin:CHALLENGE_RETRY
|
|
334
|
+
* @param adNetwork - 可选的广告渠道名称,不传则使用全局 AD_NETWORK
|
|
335
|
+
*/
|
|
336
|
+
declare function _onRetry(adNetwork?: string): void;
|
|
337
|
+
/**
|
|
338
|
+
* 触发游戏成功事件
|
|
339
|
+
* 不同渠道发送对应的成功埋点
|
|
340
|
+
* @param adNetwork - 可选的广告渠道名称,不传则使用全局 AD_NETWORK
|
|
341
|
+
*/
|
|
342
|
+
declare function _trackChallengeSuccess(adNetwork?: string): void;
|
|
343
|
+
/**
|
|
344
|
+
* 触发游戏失败事件
|
|
345
|
+
* 不同渠道发送对应的失败埋点
|
|
346
|
+
* @param adNetwork - 可选的广告渠道名称,不传则使用全局 AD_NETWORK
|
|
347
|
+
*/
|
|
348
|
+
declare function _trackChallengeFailed(adNetwork?: string): void;
|
|
349
|
+
/**
|
|
350
|
+
* 统一的埋点追踪对象
|
|
351
|
+
* 包含所有 SDK 事件的埋点方法
|
|
352
|
+
*/
|
|
353
|
+
declare const tracking: {
|
|
354
|
+
/**
|
|
355
|
+
* SDK 初始化开始
|
|
356
|
+
* @param adNetwork - 可选的广告渠道名称
|
|
357
|
+
*/
|
|
358
|
+
onInit: typeof _onInit;
|
|
359
|
+
/**
|
|
360
|
+
* 游戏资源加载完成
|
|
361
|
+
* @param adNetwork - 可选的广告渠道名称
|
|
362
|
+
*/
|
|
363
|
+
onStart: typeof _onStart;
|
|
364
|
+
/**
|
|
365
|
+
* 主场景就绪,用户可交互
|
|
366
|
+
* @param adNetwork - 可选的广告渠道名称
|
|
367
|
+
*/
|
|
368
|
+
onInteractive: typeof _onInteractive;
|
|
369
|
+
/**
|
|
370
|
+
* 首次交互
|
|
371
|
+
* @param adNetwork - 可选的广告渠道名称
|
|
372
|
+
*/
|
|
373
|
+
onInteraction: typeof _onInteraction;
|
|
374
|
+
/**
|
|
375
|
+
* 成功计数(用于进度百分比追踪)
|
|
376
|
+
* @param successCount - 当前成功次数
|
|
377
|
+
*/
|
|
378
|
+
onSuccess: typeof _onSuccess;
|
|
379
|
+
/**
|
|
380
|
+
* 游戏结束
|
|
381
|
+
* @param adNetwork - 可选的广告渠道名称
|
|
382
|
+
*/
|
|
383
|
+
onFinish: typeof _onFinish;
|
|
384
|
+
/**
|
|
385
|
+
* 点击安装
|
|
386
|
+
* @param adNetwork - 可选的广告渠道名称
|
|
387
|
+
*/
|
|
388
|
+
onInstall: typeof _onInstall;
|
|
389
|
+
/**
|
|
390
|
+
* 重试游戏
|
|
391
|
+
* @param adNetwork - 可选的广告渠道名称
|
|
392
|
+
*/
|
|
393
|
+
onRetry: typeof _onRetry;
|
|
394
|
+
/**
|
|
395
|
+
* 设置交互总数(用于进度百分比计算)
|
|
396
|
+
* @param total - 交互总数
|
|
397
|
+
*/
|
|
398
|
+
setTotalInteractions: typeof setTotalInteractions;
|
|
399
|
+
/**
|
|
400
|
+
* 检查交互进度
|
|
401
|
+
* @param currentInteractions - 当前交互次数
|
|
402
|
+
*/
|
|
403
|
+
checkInteractionProgress: typeof checkInteractionProgress;
|
|
404
|
+
/**
|
|
405
|
+
* 触发游戏成功事件
|
|
406
|
+
* @param adNetwork - 可选的广告渠道名称
|
|
407
|
+
*/
|
|
408
|
+
trackChallengeSuccess: typeof _trackChallengeSuccess;
|
|
409
|
+
/**
|
|
410
|
+
* 触发游戏失败事件
|
|
411
|
+
* @param adNetwork - 可选的广告渠道名称
|
|
412
|
+
*/
|
|
413
|
+
trackChallengeFailed: typeof _trackChallengeFailed;
|
|
414
|
+
};
|
|
415
|
+
|
|
416
|
+
export { sdk as default, hideWechatGuide, removeWechatGuide, sdk, showWechatGuide, tracking };
|