public IEnumerator chooseAndSetUrbanLevelTest()
        {
            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 urbanLevel = 1;

            editor.SetApplyUrbanLevel(true);
            editor.SetUrbanLevel(urbanLevel);
            editor.HandleTestInput(cell);

            Assert.AreEqual(urbanLevel, editor.activeUrbanLevel);

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

        if (command.Equals("Active"))
        {
            editor.SetApplyUrbanLevel(true);
            return;
        }
        if (command.Equals("Inactive"))
        {
            editor.SetApplyUrbanLevel(false);
            return;
        }
        if (int.TryParse(command, out val))
        {
            editor.SetUrbanLevel(val);
        }
        else
        {
            Debug.Log("Console Command Failure");
        }
    }
 public void UrbanLevelValueChanged()
 {
     _hexMapEditor.SetUrbanLevel(UrbanLevel.Value);
 }