private void UpdateWalledMode()
 {
     if (WalledModeIgnore.Value)
     {
         _hexMapEditor.SetWalledMode(0);
     }
     else if (WalledModeYes.Value)
     {
         _hexMapEditor.SetWalledMode(1);
     }
     else if (WalledModeNo.Value)
     {
         _hexMapEditor.SetWalledMode(2);
     }
 }
        public IEnumerator chooseAndSetWallsTest()
        {
            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);

            HexMapEditor.OptionalToggle walled = HexMapEditor.OptionalToggle.Yes;
            editor.SetWalledMode((int)walled);
            editor.HandleTestInput(cell);

            Assert.AreEqual(walled, editor.walledMode);

            foreach (GameObject g in go)
            {
                GameObject.Destroy(g);
            }
            SceneManager.UnloadScene("Scene");
        }