No, that's the thing... I don't need to have an action detect when it's hovering per-se, i need to know when it's not hovering.
The problem i'm trying to address is that the weapons are firing their actions even when the player is trying to access the menu. I've tried it with a raycast from the screen to detect when it's over a GUI layer item but that doesn't work with NGui (or regular Unity GUI stuff)
the only work-around i've come up against would be to hard-code an area of the screen as being off-limits but that doesn't take into account dynamic menu stuff which is kinda what i'm aiming for.
not to mention the systems are abhorrently difficult to make sense of... so, for a corner area, i'd have to set up a mouse screen system that extracts the values of the mouse, compare each value independantly and if it's greater/lower than a certain amount, then fire off the appropriate actions... this is really only useable for a "one side" approach and the system becomes nightmarishly convoluted to set up a small X by Y rectangle in the corner since i have to use multiple FSMs to even filter that... So, if you want to get technical, yes, i am fully intending on having a "get property every frame" action and threading it into another FSM that manages these states since that has a much lower overhead than the whole screen-space juggling act. And the biggest weakness for this? it only works with a set resolution since the X and Y values are going to be different (unless it's in the bottom-left corner only) whether it's normalized or not.
So, if there were a way to extract from these the state of the onHover, onClick, onTooltip, etc... then i can use that...
so, to reiterate, i don't need to know when "onHover" fires, i need to know when it turns off. the system as is doesn't seem to want to allow me to gain access to that information and from the NGui people, it's apparently just a boolean value that ngui threads to the various scripts... and i can easily work with boolean values no-problem (and it makes it a very simple FSM system to set up and maintain since it's just a few actions that are running every frame so CPU power isn't consumed as much as the only workaround i've managed to find to address this issue.)