   [C#] GUI objects, game entities and properties.
  I currently have the following interface for my GUI objects:    interface IGUI_Object    {   Vector3 Position { get; set; }   Vector3 Scale { get; set; }   Vector3 Rotation { get; set; }   int Texture { get; set; }   void Draw();    }This means that I can change any of the following properties from the GUI for an entity in my game if it inherits from this interface.The problem is that how can I differentiate between starting parameters for when the game/simulation is starting and the parameters of the entity whilst it is being updated as the simulation is running?In other words if the simulation is running/paused and I make changes in the GUI then the properties are updated and the enitities logic continues but the parameters will be reset when the simulation is stopped.If the simulation is stopped then any changes made to the entity during this period will affect its starting parameters for the simulation and will be saved when I serialize the data.   