Example #1
0
        private async void HandleAddUnitButtonPressed()
        {
            using (_inputLock.Lock()) {
                gameObject.SetActive(true);
                _toolbarContainer.SetActive(false);
                _cancelContainer.SetActive(true);

                _unitTileEditor.StartEditing();
                await UniTask.WhenAny(_cancelButton.OnClickAsync(),
                                      _inputEvents.RightMouseClickStream.First().ToUniTask());

                _unitTileEditor.StopEditing();

                _toolbarContainer.SetActive(true);
                _cancelContainer.SetActive(false);
            }
        }
Example #2
0
        private async void HandleSectionTileButtonPressed()
        {
            using (_inputLock.Lock()) {
                gameObject.SetActive(true);
                _toolbarContainer.SetActive(false);
                _cancelContainer.SetActive(true);

                _sectionTileEditor.StartEditing();
                // Either cancel button, right click, or section load (because we have 1 toolbar per section) will quit.
                await UniTask.WhenAny(_cancelButton.OnClickAsync(),
                                      _inputEvents.RightMouseClickStream.First().ToUniTask());

                _sectionTileEditor.StopEditing();

                _toolbarContainer.SetActive(true);
                _cancelContainer.SetActive(false);
            }
        }