Design patter for "interaction/functionality modes"

My game is played with the mouse only. What would be a design pattern or approach for separating “modes” (see examples) so that different interactions don’t interfere with each other?

Players would enter a mode by clicking an in-game button, but I’d like switch mode in the editor for testing.

Examples of “modes”

Mode1:

  • third person camera

  • mouse click to move

  • main game UI

Mode 2:

  • first person camera

  • players can’t move

  • click to pan camera

  • fist person UI

Mode 3

  • third person UI

  • players can’t move

  • inventory UI

As @simiel7 pointed out, the State Machine Pattern is the way to go.
I’ve also found this video by Jason Weimann that shows a really good implementation of it to control the game flow: Unity Bots with State Machines - Extensible State Machine / FSM - YouTube