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Bir çeviri sorunu bildirin
Replace
UICopyStyleModal.cs Line 79 - 83
by:
var selectedDistrictStyle = UIDistrictStyleSelectPanel.GetSelectedDistrictStyle();
if (selectedDistrictStyle != null) {
DistrictStyle newStyle = DSPDistrictStyleManager.CreateDistrictStyle(_name.text);
var buildingInfosToInclude =
UIDistrictStyleSelectPanel.SelectedDistrictStyle.GetBuildingInfos();
Logging.DebugLog("Try to add all buildings to style.");
foreach (BuildingInfo info in buildingInfosToInclude)
{
newStyle.Add(info);
}
DSPDistrictStyleManager.AddBuildingInfoListToStyle(
new List<BuildingInfo>(buildingInfosToInclude), selectedDistrictStyle);
}
I looked into it and found out:
- If a style is copied, a new .crp file gets created in the styles folder for the new style, but it does not contain any assets. That's probably why the style is empty after reloading the game.
- The game uses two different objects to store a style: DistrictStyle and DistrictStyleMetaData. The first one is used while the game is running. DistrictStyleMetaData is used to write the style to the hard drive. (Probably there's more to it, but that's what I'm interested in :D)
- For the game to write the district style to the hard drive, it needs to call StylesHelper.SaveStyle(), like most of the methods in the mods DSPDistrictStylePackageManager class do.
No problem, just use the DSPDistrictStylePackageManager methods, for example like it is done in UIBuildingSelectPanel.SetupIncludeAllButton() which implements the 'include all' button.
...
Ok first what I experience and believe it to be a bug:
If I copy a style it works as long as the game is running. The next time I load the city, the new style is empty.
...
Just wanted to know if you plan to release a fix for the district styles being mixed as myself and others have mentioned or if I should go ahead and remove the mod? Thanks again.