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); } }
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); } }