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# Banner Ad

##### Note

Make sure you've done SDK Initialization before attempting to load any ads.

Use BannerAd to load and display a banner.

##### Tip

You can find a functional code in "Banner" sample.

## Declare variable

BannerAd implements IDisposable. Calling Dispose() immediately destroys the respective View -- i.e. removes the banner from the screen.

##### Warning

Losing the reference to BannerAd instance without calling Dispose() may result in a banner being stuck on screen for the remainder of the app's lifecycle.

Thus you must keep a reference in some relatively persistent variable.

For example, an i-var on MonoBehaviour.

    using System;
    using System.Collections;
    using AppstockSDK.Api;
    using UnityEngine;

    #nullable enable

    namespace AppstockSDK.Demo.Banner
    {
        [RequireComponent(typeof(SdkInitializer))]
        public class BannerDemo : MonoBehaviour
        {
            [SerializeField] private bool showVideoAd;
            public AnchoredAdPosition bannerPosition;

            private IBannerAd? _adUnit;

For info on SdkInitializer component see SDK Initialization.

The other two properties -- `showVideoAd` and `bannerPosition` let us customize the position and content of the banner in editor (on scene).

## Instantiation

Pass desired AdSize into the constructor followed by other parameters.

    _adUnit = showVideoAd
        ? new BannerAd(new(320, 250))
        {
            PlacementID = "8",
            AdUnitFormat = AdFormat.Video,
            AnchoredPosition = bannerPosition,
            AdPosition = bannerPosition.ToAdPosition(),
        }
        : new BannerAd(new(320, 250))
        {
            PlacementID = "4",
            AnchoredPosition = bannerPosition,
            AdPosition = bannerPosition.ToAdPosition(),
        };

## Loading the Ad

Once all properties are set, call LoadAd().

    _adUnit.LoadAd();

## Listening to events

BannerAd exposes few events that may or may not be of interest to you.

Relatively important may be OnAdFailed.

In the sample the script subscribes to all events and logs whenever they are fired.

    SubscribeToEvents(_adUnit);
    _adUnit.LoadAd();

    private void SubscribeToEvents(IBannerAd adUnit)
    {
        adUnit.OnAdLoaded += OnAdUnitLoaded;
        adUnit.OnAdFailed += OnAdUnitFailed;
        adUnit.OnAdClicked += OnAdUnitClicked;
        adUnit.OnAdClosed += OnAdUnitClosed;
    }

    private void OnAdUnitLoaded(AdInfo? adInfo)
    {
        Debug.Log($"[{DateTime.Now:O}] (video: {showVideoAd}) Ad Loaded. Info: {adInfo?.ToString() ?? "(null)"}.");
    }

    private void OnAdUnitFailed(AdError? adError)
    {
        Debug.LogError($"[{DateTime.Now:O}] (video: {showVideoAd}) Ad Failed: {adError?.Message}.");
    }

    private void OnAdUnitClicked() => Debug.Log($"[{DateTime.Now:O}] (video: {showVideoAd}) Ad Clicked.");

    private void OnAdUnitClosed()
    {
        Debug.Log($"[{DateTime.Now:O}] (video: {showVideoAd}) Ad Closed.");
    }

## Hiding the banner

Use Hide() / Show() to (temporarily?) change banner's visibility without destroying the view completely.

    public void SetHidden(bool hidden)
    {
        if (_adUnit is null)
        {
            return;
        }
        if (hidden)
        {
            _adUnit.Hide();
        }
        else
        {
            _adUnit.Show();
        }
    }

## Destroying the banner

Unsubscribe from events, call Dispose() and clear the reference i-var.

    private void UnsubscribeFromEvents(IBannerAd adUnit)
    {
        adUnit.OnAdLoaded -= OnAdUnitLoaded;
        adUnit.OnAdFailed -= OnAdUnitFailed;
        adUnit.OnAdClicked -= OnAdUnitClicked;
        adUnit.OnAdClosed -= OnAdUnitClosed;
    }

    public void DropAdUnit()
    {
        if (_adUnit is null)
        {
            return;
        }
        UnsubscribeFromEvents(_adUnit);
        _adUnit.Dispose();
        _adUnit = null;
    }