Comments (3)
To avoid code duplication you can call base.Update(...)
from your custom Update() function, and just append your extra logic after.
I'm closing this ticket as I feel your questions were answered, but if not feel free to reopen :)
Cheers.
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Thanks, glad you like it! :)
I have yet to see a reason for a right click in the entities I have, usually right click is used to open a special menu or do an alternative action, and there's nothing like that on GeonBit.UI. Maybe one day I'll add right-click options to text inputs (cut / copy / paste) but that's a whole feature on its own.
Can you provide an example of an entity you feel missing a right click, and what would you have the right click action do?
PS. InputHelper does support right click, its mouse-related functions accept a button code param (which defaults to left mouse button). for example: https://github.com/RonenNess/GeonBit.UI/blob/master/GeonBit.UI/Source/InputHelper.cs#L485
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A special menu is the thing I'm trying to create for a custom entity that is derived from the Icon entity. For example if you have a potion in your inventory and left click uses it, right click would open a small special menu which has addional actions for it, like drop, etc. Buttons could benefit from a right click special menu too.
Oh you're right, for some reason I didn't realise that was the default.
I know I could override the Update() in my custom entity to make right click a thing but I think that would lead to a lot of code duplication, probably..
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