using UnityEditor.Overlays; using UnityEditor.Toolbars; namespace UnityEditor.Tilemaps { [Overlay(typeof(SceneView), k_OverlayId, k_DisplayName)] internal class SceneViewOpenTilePaletteOverlay : ToolbarOverlay, ITransientOverlay { internal const string k_OverlayId = "Scene View/Open Tile Palette"; private const string k_DisplayName = "Open Tile Palette"; public SceneViewOpenTilePaletteOverlay() : base("Tile Palette/Open Palette") {} public bool visible => SceneViewOpenTilePaletteHelper.showInSceneViewActive && SceneViewOpenTilePaletteHelper.IsActive(); } [EditorToolbarElement("Tile Palette/Open Palette")] sealed class TilePaletteOpenPalette : EditorToolbarButton { const string k_ToolSettingsClass = "unity-tool-settings"; private static string k_LabelText = L10n.Tr("Open Tile Palette"); private static string k_TooltipText = L10n.Tr("Opens the Tile Palette Window"); public TilePaletteOpenPalette() : base(SceneViewOpenTilePaletteHelper.OpenTilePalette) { name = "Open Tile Palette"; AddToClassList(k_ToolSettingsClass); icon = EditorGUIUtility.LoadIconRequired("Tilemap Icon"); text = k_LabelText; tooltip = k_TooltipText; } } }