Beispiel #1
0
 public void Dispose()
 {
     refs?.Dispose();
     AssetReport.instance?.Dispose();
     failedAssets.Clear();
     instance = null; refs = null; failedAssets = null;
 }
        internal static UsedAssets Create()
        {
            if (instance == null)
            {
                instance = new UsedAssets();
                instance.LookupUsed();
            }

            return(instance);
        }
        /// <summary>
        /// Checks if the savegame needs any assets or prefabs not currently in memory.
        /// </summary>
        bool AnyMissingAssets()
        {
            try
            {
                return(UsedAssets.Create().AnyMissing(knownToFail));
            }
            catch (Exception e)
            {
                UnityEngine.Debug.LogException(e);
            }

            return(true);
        }
Beispiel #4
0
        /// <summary>
        /// Checks if the game has all required assets currently in memory.
        /// </summary>
        bool AllAssetsAvailable()
        {
            try
            {
                return(UsedAssets.Create().AllAssetsAvailable(knownFailedAssets));
            }
            catch (Exception e)
            {
                UnityEngine.Debug.LogException(e);
            }

            return(true);
        }
Beispiel #5
0
        internal void Save()
        {
            try
            {
                w = new StreamWriter(Util.GetFileName(AssetLoader.AssetName(LevelLoader.instance.cityName) + "-AssetsReport", "htm"));
                w.WriteLine(@"<!DOCTYPE html><html><head><meta charset=""UTF-8""><title>Assets Report</title><style>");
                w.WriteLine(@"* {font-family: sans-serif;}");
                w.WriteLine(@".my {display: -webkit-flex; display: flex;}");
                w.WriteLine(@".my div {min-width: 30%; margin: 4px 4px 4px 20px;}");
                w.WriteLine(@"</style></head><body>");

                H1(AssetLoader.AssetName(LevelLoader.instance.cityName));
                Para("To stop saving these files, disable the option \"Save assets report\" in Loading Screen Mod.");
                Para("You can safely delete this file. No-one reads it except you.");

                Save("Assets that failed to load", failed);
                Save("Assets that were not found", notFound);

                if (Settings.settings.loadUsed)
                {
                    H1("The following custom assets were used in this city when it was saved");

                    UsedAssets refs = AssetLoader.instance.refs;
                    Save("Buildings", new List <string>(refs.Buildings));
                    Save("Props", new List <string>(refs.Props));
                    Save("Trees", new List <string>(refs.Trees));
                    Save("Vehicles", new List <string>(refs.Vehicles));
                }
                else
                {
                    Para("Enable the option \"Load used assets\" to track missing assets.");
                    H1("Used assets");
                    Para("To also list the custom assets used in this city, enable the option \"Load used assets\" in Loading Screen Mod.");
                }

                w.WriteLine(@"</body></html>");
            }
            catch (Exception e)
            {
                UnityEngine.Debug.LogException(e);
            }
            finally
            {
                w?.Dispose();
                w = null;
            }
        }
Beispiel #6
0
        public IEnumerator LoadCustomContent()
        {
            LoadingManager.instance.m_loadingProfilerMain.BeginLoading("LoadCustomContent");
            LoadingManager.instance.m_loadingProfilerCustomContent.Reset();
            LoadingManager.instance.m_loadingProfilerCustomAsset.Reset();
            LoadingManager.instance.m_loadingProfilerCustomContent.BeginLoading("District Styles");
            LoadingManager.instance.m_loadingProfilerCustomAsset.PauseLoading();
            hasStarted = true;

            int                              i, j;
            DistrictStyle                    districtStyle;
            DistrictStyleMetaData            districtStyleMetaData;
            List <DistrictStyle>             districtStyles         = new List <DistrictStyle>();
            HashSet <string>                 styleBuildings         = new HashSet <string>();
            FastList <DistrictStyleMetaData> districtStyleMetaDatas = new FastList <DistrictStyleMetaData>();
            FastList <Package>               districtStylePackages  = new FastList <Package>();

            Package.Asset europeanStyles = PackageManager.FindAssetByName("System." + DistrictStyle.kEuropeanStyleName);

            if (europeanStyles != null && europeanStyles.isEnabled)
            {
                districtStyle = new DistrictStyle(DistrictStyle.kEuropeanStyleName, true);
                Util.InvokeVoid(LoadingManager.instance, "AddChildrenToBuiltinStyle", GameObject.Find("European Style new"), districtStyle, false);
                Util.InvokeVoid(LoadingManager.instance, "AddChildrenToBuiltinStyle", GameObject.Find("European Style others"), districtStyle, true);
                districtStyles.Add(districtStyle);
            }

            if ((bool)typeof(LoadingManager).GetMethod("DLC", BindingFlags.Instance | BindingFlags.NonPublic).Invoke(LoadingManager.instance, new object[] { 715190u }))
            {
                Package.Asset asset = PackageManager.FindAssetByName("System." + DistrictStyle.kEuropeanSuburbiaStyleName);

                if (asset != null && asset.isEnabled)
                {
                    districtStyle = new DistrictStyle(DistrictStyle.kEuropeanSuburbiaStyleName, true);
                    Util.InvokeVoid(LoadingManager.instance, "AddChildrenToBuiltinStyle", GameObject.Find("Modder Pack 3"), districtStyle, false);
                    districtStyles.Add(districtStyle);
                }
            }

            foreach (Package.Asset asset in PackageManager.FilterAssets(UserAssetType.DistrictStyleMetaData))
            {
                try
                {
                    if (asset != null && asset.isEnabled)
                    {
                        districtStyleMetaData = asset.Instantiate <DistrictStyleMetaData>();

                        if (districtStyleMetaData != null && !districtStyleMetaData.builtin)
                        {
                            districtStyleMetaDatas.Add(districtStyleMetaData);
                            districtStylePackages.Add(asset.package);

                            if (districtStyleMetaData.assets != null)
                            {
                                for (i = 0; i < districtStyleMetaData.assets.Length; i++)
                                {
                                    styleBuildings.Add(districtStyleMetaData.assets[i]);
                                }
                            }
                        }
                    }
                }
                catch (Exception ex)
                {
                    CODebugBase <LogChannel> .Warn(LogChannel.Modding, string.Concat(new object[] { ex.GetType(), ": Loading custom district style failed[", asset, "]\n", ex.Message }));
                }
            }

            LoadingManager.instance.m_loadingProfilerCustomAsset.ContinueLoading();
            LoadingManager.instance.m_loadingProfilerCustomContent.EndLoading();

            if (Settings.settings.loadUsed)
            {
                UsedAssets.Create();
            }

            lastMillis = Profiling.Millis;
            LoadingScreen.instance.DualSource.Add("Custom Assets");
            LoadingManager.instance.m_loadingProfilerCustomContent.BeginLoading("Calculating asset load order");
            Package.Asset[] queue = GetLoadQueue(styleBuildings);
            Util.DebugPrint("LoadQueue", queue.Length, Profiling.Millis);
            LoadingManager.instance.m_loadingProfilerCustomContent.EndLoading();

            LoadingManager.instance.m_loadingProfilerCustomContent.BeginLoading("Loading Custom Assets");
            Sharing.instance.Start(queue);
            beginMillis = Profiling.Millis;

            for (i = 0; i < queue.Length; i++)
            {
                Package.Asset assetRef = queue[i];

                if ((i & 63) == 0)
                {
                    PrintMem(i);
                }

                Sharing.instance.WaitForWorkers();

                try
                {
                    stack.Clear();
                    LoadImpl(assetRef);
                }
                catch (Exception e)
                {
                    AssetFailed(assetRef.fullName, e);
                }

                Sharing.instance.ManageLoadQueue(i);

                if (Profiling.Millis - lastMillis > yieldInterval)
                {
                    lastMillis = Profiling.Millis;
                    progress   = 0.15f + (i + 1) * 0.7f / queue.Length;
                    LoadingScreen.instance.SetProgress(progress, progress, assetCount, assetCount - i - 1 + queue.Length, beginMillis, lastMillis);
                    yield return(null);
                }
            }

            lastMillis = Profiling.Millis;
            LoadingScreen.instance.SetProgress(0.85f, 1f, assetCount, assetCount, beginMillis, lastMillis);
            LoadingManager.instance.m_loadingProfilerCustomContent.EndLoading();
            Util.DebugPrint("Custom assets loaded in", lastMillis - beginMillis);
            PrintMem();
            queue = null;
            stack.Clear();
            Report();

            LoadingManager.instance.m_loadingProfilerCustomContent.BeginLoading("Finalizing District Styles");
            LoadingManager.instance.m_loadingProfilerCustomAsset.PauseLoading();

            for (i = 0; i < districtStyleMetaDatas.m_size; i++)
            {
                try
                {
                    districtStyleMetaData = districtStyleMetaDatas.m_buffer[i];
                    districtStyle         = new DistrictStyle(districtStyleMetaData.name, false);

                    if (districtStylePackages.m_buffer[i].GetPublishedFileID() != PublishedFileId.invalid)
                    {
                        districtStyle.PackageName = districtStylePackages.m_buffer[i].packageName;
                    }

                    if (districtStyleMetaData.assets != null)
                    {
                        for (j = 0; j < districtStyleMetaData.assets.Length; j++)
                        {
                            BuildingInfo bi = CustomDeserializer.FindLoaded <BuildingInfo>(districtStyleMetaData.assets[j] + "_Data");

                            if (bi != null)
                            {
                                districtStyle.Add(bi);

                                if (districtStyleMetaData.builtin) // this is always false
                                {
                                    bi.m_dontSpawnNormally = !districtStyleMetaData.assetRef.isEnabled;
                                }
                            }
                            else
                            {
                                CODebugBase <LogChannel> .Warn(LogChannel.Modding, "Warning: Missing asset (" + districtStyleMetaData.assets[j] + ") in style " + districtStyleMetaData.name);
                            }
                        }

                        districtStyles.Add(districtStyle);
                    }
                }
                catch (Exception ex)
                {
                    CODebugBase <LogChannel> .Warn(LogChannel.Modding, ex.GetType() + ": Loading district style failed\n" + ex.Message);
                }
            }

            Singleton <DistrictManager> .instance.m_Styles = districtStyles.ToArray();

            if (Singleton <BuildingManager> .exists)
            {
                Singleton <BuildingManager> .instance.InitializeStyleArray(districtStyles.Count);
            }

            LoadingManager.instance.m_loadingProfilerCustomAsset.ContinueLoading();
            LoadingManager.instance.m_loadingProfilerCustomContent.EndLoading();
            LoadingManager.instance.m_loadingProfilerMain.EndLoading();
            hasFinished = true;
        }
Beispiel #7
0
        public IEnumerator LoadCustomContent()
        {
            LoadingManager.instance.m_loadingProfilerMain.BeginLoading("LoadCustomContent");
            LoadingManager.instance.m_loadingProfilerCustomContent.Reset();
            LoadingManager.instance.m_loadingProfilerCustomAsset.Reset();
            LoadingManager.instance.m_loadingProfilerCustomContent.BeginLoading("District Styles");
            LoadingManager.instance.m_loadingProfilerCustomAsset.PauseLoading();
            hasStarted = true;

            int                              i, j;
            DistrictStyle                    districtStyle;
            DistrictStyleMetaData            districtStyleMetaData;
            List <DistrictStyle>             districtStyles         = new List <DistrictStyle>();
            HashSet <string>                 styleBuildings         = new HashSet <string>();
            FastList <DistrictStyleMetaData> districtStyleMetaDatas = new FastList <DistrictStyleMetaData>();
            FastList <Package>               districtStylePackages  = new FastList <Package>();

            Package.Asset europeanStyles = PackageManager.FindAssetByName("System." + DistrictStyle.kEuropeanStyleName);

            if (europeanStyles != null && europeanStyles.isEnabled)
            {
                districtStyle = new DistrictStyle(DistrictStyle.kEuropeanStyleName, true);
                Util.InvokeVoid(LoadingManager.instance, "AddChildrenToBuiltinStyle", GameObject.Find("European Style new"), districtStyle, false);
                Util.InvokeVoid(LoadingManager.instance, "AddChildrenToBuiltinStyle", GameObject.Find("European Style others"), districtStyle, true);
                districtStyles.Add(districtStyle);
            }

            foreach (Package.Asset asset in PackageManager.FilterAssets(UserAssetType.DistrictStyleMetaData))
            {
                try
                {
                    if (asset != null && asset.isEnabled)
                    {
                        districtStyleMetaData = asset.Instantiate <DistrictStyleMetaData>();

                        if (districtStyleMetaData != null && !districtStyleMetaData.builtin)
                        {
                            districtStyleMetaDatas.Add(districtStyleMetaData);
                            districtStylePackages.Add(asset.package);

                            if (districtStyleMetaData.assets != null)
                            {
                                for (i = 0; i < districtStyleMetaData.assets.Length; i++)
                                {
                                    styleBuildings.Add(districtStyleMetaData.assets[i]);
                                }
                            }
                        }
                    }
                }
                catch (Exception ex)
                {
                    CODebugBase <LogChannel> .Warn(LogChannel.Modding, string.Concat(new object[] { ex.GetType(), ": Loading custom district style failed[", asset, "]\n", ex.Message }));
                }
            }

            LoadingManager.instance.m_loadingProfilerCustomAsset.ContinueLoading();
            LoadingManager.instance.m_loadingProfilerCustomContent.EndLoading();

            if (loadUsed)
            {
                //while (!Profiling.SimulationPaused())
                //    yield return null;

                refs = new UsedAssets();
                refs.Setup();
            }

            LoadingManager.instance.m_loadingProfilerCustomContent.BeginLoading("Loading Assets First Pass");
            notMask    = ~SteamHelper.GetOwnedDLCMask();
            lastMillis = Profiling.Millis;

            // Load custom assets: props, trees, trailers
            foreach (Package.Asset asset in PackageManager.FilterAssets(UserAssetType.CustomAssetMetaData))
            {
                if (asset != null && PropTreeTrailer(asset) && Profiling.Millis - lastMillis > yieldInterval)
                {
                    lastMillis = Profiling.Millis;
                    yield return(null);
                }
            }

            LoadingManager.instance.m_loadingProfilerCustomContent.EndLoading();
            LoadingManager.instance.m_loadingProfilerCustomContent.BeginLoading("Loading Assets Second Pass");

            // Load custom assets: buildings and vehicles
            foreach (Package.Asset asset in PackageManager.FilterAssets(UserAssetType.CustomAssetMetaData))
            {
                if (asset != null && BuildingVehicle(asset, styleBuildings.Contains(asset.fullName)) && Profiling.Millis - lastMillis > yieldInterval)
                {
                    lastMillis = Profiling.Millis;
                    yield return(null);
                }
            }

            if (loadUsed)
            {
                refs.ReportMissingAssets();
            }

            if (reportAssets)
            {
                AssetReport.instance.Save();
            }

            LoadingManager.instance.m_loadingProfilerCustomContent.EndLoading();
            LoadingManager.instance.m_loadingProfilerCustomContent.BeginLoading("Finalizing District Styles");
            LoadingManager.instance.m_loadingProfilerCustomAsset.PauseLoading();

            for (i = 0; i < districtStyleMetaDatas.m_size; i++)
            {
                try
                {
                    districtStyleMetaData = districtStyleMetaDatas.m_buffer[i];
                    districtStyle         = new DistrictStyle(districtStyleMetaData.name, false);

                    if (districtStylePackages.m_buffer[i].GetPublishedFileID() != PublishedFileId.invalid)
                    {
                        districtStyle.PackageName = districtStylePackages.m_buffer[i].packageName;
                    }

                    if (districtStyleMetaData.assets != null)
                    {
                        for (j = 0; j < districtStyleMetaData.assets.Length; j++)
                        {
                            BuildingInfo bi = PrefabCollection <BuildingInfo> .FindLoaded(districtStyleMetaData.assets[j] + "_Data");

                            if (bi != null)
                            {
                                districtStyle.Add(bi);

                                if (districtStyleMetaData.builtin) // this is always false
                                {
                                    bi.m_dontSpawnNormally = !districtStyleMetaData.assetRef.isEnabled;
                                }
                            }
                            else
                            {
                                CODebugBase <LogChannel> .Warn(LogChannel.Modding, "Warning: Missing asset (" + districtStyleMetaData.assets[i] + ") in style " + districtStyleMetaData.name);
                            }
                        }

                        districtStyles.Add(districtStyle);
                    }
                }
                catch (Exception ex)
                {
                    CODebugBase <LogChannel> .Warn(LogChannel.Modding, ex.GetType() + ": Loading district style failed\n" + ex.Message);
                }
            }

            Singleton <DistrictManager> .instance.m_Styles = districtStyles.ToArray();

            if (Singleton <BuildingManager> .exists)
            {
                Singleton <BuildingManager> .instance.InitializeStyleArray(districtStyles.Count);
            }

            LoadingManager.instance.m_loadingProfilerCustomAsset.ContinueLoading();
            LoadingManager.instance.m_loadingProfilerCustomContent.EndLoading();

            if (Singleton <TelemetryManager> .exists)
            {
                Singleton <TelemetryManager> .instance.CustomContentInfo(buildingsCount, propsCount, treeCount, vehicleCount);
            }

            LoadingManager.instance.m_loadingProfilerMain.EndLoading();
            hasFinished = true;
        }
 internal void Dispose()
 {
     allPackages.Clear(); buildingAssets.Clear(); propAssets.Clear(); treeAssets.Clear(); vehicleAssets.Clear(); indirectProps.Clear(); indirectTrees.Clear(); buildingPrefabs.Clear();
     allPackages = null; buildingAssets = null; propAssets = null; treeAssets = null; vehicleAssets = null; indirectProps = null; indirectTrees = null; buildingPrefabs = null;
     instance    = null; assets = null; defaultHandler = null;
 }
Beispiel #9
0
        IEnumerator Skip(IEnumerator action)
        {
            try
            {
                string         name     = nameField.GetValue(action) as string;
                BuildingInfo[] prefabs  = prefabsField.GetValue(action) as BuildingInfo[];
                string[]       replaces = replacesField.GetValue(action) as string[];

                if (replaces == null)
                {
                    replaces = new string[0];
                }

                List <BuildingInfo> keptPrefabs = null; List <string> keptReplaces = null;
                UsedAssets.Create();

                for (int i = 0; i < prefabs.Length; i++)
                {
                    BuildingInfo info    = prefabs[i];
                    string       replace = i < replaces.Length ? replaces[i] : null;

                    if (Skip(info, replace))
                    {
                        skippedPrefabs.Add(info.gameObject.name);

                        if (keptPrefabs == null)
                        {
                            keptPrefabs = prefabs.ToList(i);

                            if (i < replaces.Length)
                            {
                                keptReplaces = replaces.ToList(i);
                            }
                        }
                    }
                    else if (keptPrefabs != null)
                    {
                        keptPrefabs.Add(info);

                        if (keptReplaces != null)
                        {
                            keptReplaces.Add(replace);
                        }
                    }
                }

                if (keptPrefabs != null)
                {
                    BuildingInfo[] p = keptPrefabs.ToArray();
                    prefabsField.SetValue(action, p);
                    prefabsField2.SetValue(action, p);
                    BuildingCollection bc = GameObject.Find(name)?.GetComponent <BuildingCollection>();

                    // In the presence of the European Buildings Unlocker mod, bc is usually null.
                    // Obviously caused by the Destroy() invokes in that mod.
                    if (bc != null)
                    {
                        bc.m_prefabs = p;
                    }

                    if (keptReplaces != null)
                    {
                        string[] r = keptReplaces.ToArray();
                        replacesField.SetValue(action, r);
                        replacesField2.SetValue(action, r);

                        if (bc != null)
                        {
                            bc.m_replacedNames = r;
                        }
                    }

                    if (p.Length == 0)
                    {
                        return(null);
                    }
                }
            }
            catch (Exception e)
            {
                UnityEngine.Debug.LogException(e);
            }

            return(action);
        }
Beispiel #10
0
        public IEnumerator LoadCustomContent()
        {
            LoadingManager.instance.m_loadingProfilerMain.BeginLoading("LoadCustomContent");
            LoadingManager.instance.m_loadingProfilerCustomContent.Reset();
            LoadingManager.instance.m_loadingProfilerCustomAsset.Reset();
            LoadingManager.instance.m_loadingProfilerCustomContent.BeginLoading("District Styles");
            LoadingManager.instance.m_loadingProfilerCustomAsset.PauseLoading();
            hasStarted = true;

            int                              i, j;
            DistrictStyle                    districtStyle;
            DistrictStyleMetaData            districtStyleMetaData;
            List <DistrictStyle>             districtStyles         = new List <DistrictStyle>();
            HashSet <string>                 styleBuildings         = new HashSet <string>();
            FastList <DistrictStyleMetaData> districtStyleMetaDatas = new FastList <DistrictStyleMetaData>();
            FastList <Package>               districtStylePackages  = new FastList <Package>();

            Package.Asset europeanStyles = PackageManager.FindAssetByName("System." + DistrictStyle.kEuropeanStyleName);

            if (europeanStyles != null && europeanStyles.isEnabled)
            {
                districtStyle = new DistrictStyle(DistrictStyle.kEuropeanStyleName, true);
                Util.InvokeVoid(LoadingManager.instance, "AddChildrenToBuiltinStyle", GameObject.Find("European Style new"), districtStyle, false);
                Util.InvokeVoid(LoadingManager.instance, "AddChildrenToBuiltinStyle", GameObject.Find("European Style others"), districtStyle, true);

                // If skipping of standard prefabs is enabled, we must ensure that there are no skipped prefabs in the default district syle.
                if (Settings.settings.SkipAny)
                {
                    RemoveSkipped(districtStyle);
                }

                districtStyles.Add(districtStyle);
            }

            foreach (Package.Asset asset in PackageManager.FilterAssets(UserAssetType.DistrictStyleMetaData))
            {
                try
                {
                    if (asset != null && asset.isEnabled)
                    {
                        districtStyleMetaData = asset.Instantiate <DistrictStyleMetaData>();

                        if (districtStyleMetaData != null && !districtStyleMetaData.builtin)
                        {
                            districtStyleMetaDatas.Add(districtStyleMetaData);
                            districtStylePackages.Add(asset.package);

                            if (districtStyleMetaData.assets != null)
                            {
                                for (i = 0; i < districtStyleMetaData.assets.Length; i++)
                                {
                                    styleBuildings.Add(districtStyleMetaData.assets[i]);
                                }
                            }
                        }
                    }
                }
                catch (Exception ex)
                {
                    CODebugBase <LogChannel> .Warn(LogChannel.Modding, string.Concat(new object[] { ex.GetType(), ": Loading custom district style failed[", asset, "]\n", ex.Message }));
                }
            }

            LoadingManager.instance.m_loadingProfilerCustomAsset.ContinueLoading();
            LoadingManager.instance.m_loadingProfilerCustomContent.EndLoading();

            if (loadUsed)
            {
                UsedAssets.Create().Hook();
            }

            LoadingManager.instance.m_loadingProfilerCustomContent.BeginLoading("Calculating asset load order");
            List <Package.Asset>[] queues = GetLoadQueues(styleBuildings);
            LoadingManager.instance.m_loadingProfilerCustomContent.EndLoading();
            lastMillis = Profiling.Millis;
            Sharing.instance?.Start();

            // Load custom assets.
            for (i = 0; i < queues.Length; i++)
            {
                LoadingManager.instance.m_loadingProfilerCustomContent.BeginLoading("Loading Custom Assets Pass " + i);

                foreach (Package.Asset asset in queues[i])
                {
                    Load(asset);

                    if (Profiling.Millis - lastMillis > yieldInterval)
                    {
                        lastMillis = Profiling.Millis;
                        yield return(null);
                    }
                }

                LoadingManager.instance.m_loadingProfilerCustomContent.EndLoading();
            }

            stack.Clear();
            Report();

            LoadingManager.instance.m_loadingProfilerCustomContent.BeginLoading("Finalizing District Styles");
            LoadingManager.instance.m_loadingProfilerCustomAsset.PauseLoading();

            for (i = 0; i < districtStyleMetaDatas.m_size; i++)
            {
                try
                {
                    districtStyleMetaData = districtStyleMetaDatas.m_buffer[i];
                    districtStyle         = new DistrictStyle(districtStyleMetaData.name, false);

                    if (districtStylePackages.m_buffer[i].GetPublishedFileID() != PublishedFileId.invalid)
                    {
                        districtStyle.PackageName = districtStylePackages.m_buffer[i].packageName;
                    }

                    if (districtStyleMetaData.assets != null)
                    {
                        for (j = 0; j < districtStyleMetaData.assets.Length; j++)
                        {
                            BuildingInfo bi = PrefabCollection <BuildingInfo> .FindLoaded(districtStyleMetaData.assets[j] + "_Data");

                            if (bi != null)
                            {
                                districtStyle.Add(bi);

                                if (districtStyleMetaData.builtin) // this is always false
                                {
                                    bi.m_dontSpawnNormally = !districtStyleMetaData.assetRef.isEnabled;
                                }
                            }
                            else
                            {
                                CODebugBase <LogChannel> .Warn(LogChannel.Modding, "Warning: Missing asset (" + districtStyleMetaData.assets[i] + ") in style " + districtStyleMetaData.name);
                            }
                        }

                        districtStyles.Add(districtStyle);
                    }
                }
                catch (Exception ex)
                {
                    CODebugBase <LogChannel> .Warn(LogChannel.Modding, ex.GetType() + ": Loading district style failed\n" + ex.Message);
                }
            }

            Singleton <DistrictManager> .instance.m_Styles = districtStyles.ToArray();

            if (Singleton <BuildingManager> .exists)
            {
                Singleton <BuildingManager> .instance.InitializeStyleArray(districtStyles.Count);
            }

            LoadingManager.instance.m_loadingProfilerCustomAsset.ContinueLoading();
            LoadingManager.instance.m_loadingProfilerCustomContent.EndLoading();

            if (Singleton <TelemetryManager> .exists)
            {
                Singleton <TelemetryManager> .instance.CustomContentInfo(buildingCount, propCount, treeCount, vehicleCount);
            }

            LoadingManager.instance.m_loadingProfilerMain.EndLoading();
            hasFinished = true;
        }