Right now, all game and UI effects happen on mousedown events. Instead:
Characters should keep track of what their Cursor is and convert this into a behavior attached to the affected cube in the affected Space, which can have an "active" (button pressed) boolean.
Tools should be able to have effects continously while the mouse button is pressed, which is executed by the cursor-behavior.
UI widgets' click handling (currently expressed as ActivatableRegion behaviors) should respond to this cursor behavior or be invoked by it, and can thereby have hover and mouseup responses.
Right now, all game and UI effects happen on mousedown events. Instead:
Character
s should keep track of what theirCursor
is and convert this into a behavior attached to the affected cube in the affectedSpace
, which can have an "active" (button pressed) boolean.Tool
s should be able to have effects continously while the mouse button is pressed, which is executed by the cursor-behavior.ActivatableRegion
behaviors) should respond to this cursor behavior or be invoked by it, and can thereby have hover and mouseup responses.