ClaimsKeysAttribute
namespace Griff.Scenes;
public sealed class ClaimsKeysAttribute : AttributeMarks a component as using keys (and the mouse wheel) for itself while it’s on an entity: other controls on that entity that could read them too leave them to it, and ask KeyClaims first. A block world’s hotbar claims the number keys and the wheel to pick slots, so a contraption’s tools on the same entity are picked another way. Any component can claim keys, a script’s too, whatever the genre.
Properties
Section titled “Properties”public IReadOnlyList<Key> Keys { get; }The keys the component uses.
public bool Wheel { get; init; }True if it uses the mouse wheel too.