private void OnEnclosureSelected(LevelID id)
    {
        // Destroy all existing editors
        foreach (TestAndMetricsEntryEditor editor in currentEditors)
        {
            Destroy(editor.gameObject);
        }
        // Clear out the list
        currentEditors.Clear();

        // Foreach entry in the selected list, add an editor
        foreach (TestAndMetricsEntryData entry in UIParent.Data.TestAndMetrics.GetEntryList(id).Entries)
        {
            TestAndMetricsEntryEditor editor = Instantiate(editorPrefab, editorParent.transform);
            editor.Setup(id, entry, editorScroller);
            currentEditors.Add(editor);
        }

        // If the enclosure selected is the current enclosure, then add a new editor
        // that we can use to add more entries
        if (id == LevelID.Current())
        {
            CreateAddingEntry();
        }
    }
    private void CreateAddingEntry()
    {
        TestAndMetricsEntryEditor editor = Instantiate(editorPrefab, editorParent.transform);

        editor.Setup(LevelID.Current(), null, editorScroller);
        editor.OnNewEntryCreated.AddListener(OnNewEntryCreated);
        currentEditors.Add(editor);
    }