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); }