IInputLayer Interface
Represents a layer that can intercept and consume input events.
Layers are processed in priority order (UI typically has highest priority).
Every layer is always called each frame; the consumed parameter indicates
whether a higher-priority layer already claimed that input category.
Layers receiving consumed: true should skip gameplay logic but may
perform bookkeeping (e.g., canceling a drag or resetting hover state).
public interface IInputLayer
Derived
↳ UICanvas
| Properties | |
|---|---|
| Priority | Priority for input processing (higher = processed first). UI typically uses 1000, game uses 0. |
| Methods | |
|---|---|
| ProcessGamepadInput(IInputContext, bool) | Process gamepad input. Return true to consume and prevent lower layers from acting on it. Defaults to false; override when a layer needs to block gamepad input (e.g., a modal dialog that should intercept confirm/cancel buttons). |
| ProcessKeyboardInput(IInputContext, bool) | Process keyboard input. Return true to consume and prevent lower layers from acting on it. |
| ProcessMouseInput(IInputContext, bool) | Process mouse input. Return true to consume and prevent lower layers from acting on it. |