private bool OnAssetListApply(List <LayerCategory> assetsMap, ThemeType themeType)
        {
            int layerCount = 0;

            foreach (int i in Enum.GetValues(typeof(ThemeLayer)))
            {
                string tempvar = Enum.Parse(typeof(ThemeLayer), i.ToString()).ToString();

                var assetsData = assetsMap.Where(x => x.layerName.Equals(tempvar));

                if (assetsData.Count() > 0)
                {
                    layerCount++;
                    //Show progress on progressbar
                    m_CompletionPercentage         = (layerCount / Enum.GetValues(typeof(ThemeLayer)).Length) * 100;
                    m_ProgressBarData.progressText = string.Format("Applying in Scene... {0}%", m_CompletionPercentage);
                    m_ProgressBarData.progress     = m_CompletionPercentage;

                    JMRProgressDialog.ToggleProgressDialog(true, m_ProgressBarData);

                    if (ApplyColorOnSpecifiedLayer((ThemeLayer)i, themeType, assetsData.First().layerObjectsPool))
                    {
                        continue;
                    }
                    else
                    {
                        continue;
                    }
                }
                else
                {
                    continue;
                }
            }

            JMRProgressDialog.ToggleProgressDialog(false);

            // Search and apply colors to the layers in the prefabs in the project excluding the ones in the scene
            GlobalAssetCatalogue.SearchAndApplyColor();

            return(true);
        }
 private List <LayerCategory> OnAssetListSearch()
 {
     availableAssetsMap = GlobalAssetCatalogue.FilterAllDesignAssetsInProject();
     return(availableAssetsMap);
 }