using Engine.Kernel.World; namespace Engine.Editor; /// /// Shared, per-session editor state — currently just which GameObject the /// Hierarchy panel last clicked, so the Inspector panel (built against this /// same instance) knows what to show. One instance per EditorPlugin, not /// static: reloading engine.editor should start with nothing selected, not /// hold a reference to a GameObject that may not even exist anymore. /// internal sealed class EditorState { public GameObject? Selected { get; set; } }