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Question by Overcast · Nov 22, 2015 at 11:07 PM · user interfaceprocessstructurebest practice

Handling mouse input based on situation

Hey Everyone,

I am making a level editor, and while I can do this in a couple of ways, I want a clean way to do the following:

I want a clean way of handling mouse input, based on what the user is doing.

For example, I have a UI manager which has an event that fires when a WorldObject (a GameObject which is a world item in my game) is touched or clicked.

The default behavior here would be to select that object, which brings up the objects properties in an interface. The interface has lots of configurable options, some of which then require linking it to another object in the scene (say you want to set the world objects primary target in the level).

So in this case the next touch on a WorldObject should set the field on the initially selected WorldObject, and clicks from then on should continue to produce the default behaviour.

So whats a tidy, proper way to handle this?

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