using UnityEngine.UIElements; namespace UnityEditor.Tilemaps { [UxmlElement] public partial class TilePaletteClipboardErrorElement : VisualElement { private static readonly string ussClassName = "unity-tilepalette-clipboard-error-element"; private static readonly string k_Name = L10n.Tr("Tile Palette Clipboard Error Element"); static class Styles { public static readonly string emptyPaletteInfo = L10n.Tr("Drag Tile, Sprite or Texture (Sprite type) asset/s here."); public static readonly string invalidPaletteInfo = L10n.Tr("This is an invalid palette. Did you delete the palette asset?"); public static readonly string invalidGridInfo = L10n.Tr("The palette has an invalid Grid. Did you add a Grid to the palette asset?"); public static readonly string invalidDragAndDropInfo = L10n.Tr("You have dragged invalid items to the palette."); } private Label m_LabelElement; public TilePaletteClipboardErrorElement() { AddToClassList(ussClassName); name = k_Name; TilePaletteOverlayUtility.SetStyleSheet(this); m_LabelElement = new Label(); Add(m_LabelElement); } public void SetEmptyPaletteText() { m_LabelElement.text = Styles.emptyPaletteInfo; } public void SetInvalidPaletteText() { m_LabelElement.text = Styles.invalidPaletteInfo; } public void SetInvalidGridText() { m_LabelElement.text = Styles.invalidGridInfo; } public void SetInvalidDragAndDropText() { m_LabelElement.text = Styles.invalidDragAndDropInfo; } public void ClearText() { m_LabelElement.text = null; } } }