public void TextureListItemSelected(ItemSelectionActionData itemSelectData)
        {
            string text = itemSelectData.ItemView.Text;

            int index = 0;

            switch (text)
            {
            case "Sand":
                index = 0;
                break;

            case "Grass":
                index = 1;
                break;

            case "Mud":
                index = 3;
                break;

            case "Stone":
                index = 2;
                break;

            case "Snow":
                index = 4;
                break;
            }

            _hexMapEditor.SetTerrainTypeIndex(index);

            _terrainTypeIndex = index;

            Debug.Log("SetTerrainTypeIndex " + index);
        }
        public IEnumerator chooseAndSetTerrainTest()
        {
            SceneManager.LoadScene("Scene", LoadSceneMode.Single);
            yield return(new WaitForSeconds(1.0f));

            GameObject[] go = SceneManager.GetActiveScene().GetRootGameObjects();

            HexMapEditor editor = go[3].transform.Find("Hex Map Editor").GetComponent <HexMapEditor>();
            HexGrid      grid   = go[1].gameObject.GetComponent <HexGrid>();

            HexGridChunk[] chunks    = grid.getHexGridChunks();
            HexCell[]      cells     = chunks[0].getCells();
            HexDirection   direction = HexDirection.NE;
            HexCell        cell      = cells[4].GetNeighbor(direction).GetNeighbor(direction)
                                       .GetNeighbor(direction);

            int terrainTypeIndex = 1;

            editor.SetTerrainTypeIndex(terrainTypeIndex);
            editor.HandleTestInput(cell);

            Assert.AreEqual(terrainTypeIndex, editor.activeTerrainTypeIndex);

            foreach (GameObject g in go)
            {
                GameObject.Destroy(g);
            }
            SceneManager.UnloadScene("Scene");
        }
    private static void TerrainCommands(string command)
    {
        int val = 0;

        if (int.TryParse(command, out val))
        {
            editor.SetTerrainTypeIndex(val);
        }
        else
        {
            Debug.Log("Console Command Failure Terrain");
        }
    }