35 lines
1.6 KiB
C#
35 lines
1.6 KiB
C#
namespace UnityEngine.InputSystem
|
|
{
|
|
/// <summary>
|
|
/// Determines how <see cref="PlayerInputManager"/> joins new players.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// </remarks>
|
|
/// <seealso cref="PlayerInputManager"/>
|
|
/// <seealso cref="PlayerInputManager.joinBehavior"/>
|
|
public enum PlayerJoinBehavior
|
|
{
|
|
/// <summary>
|
|
/// Listen for button presses on devices that are not paired to any player. If they occur
|
|
/// and joining is allowed, join a new player using the device the button was pressed on.
|
|
/// </summary>
|
|
JoinPlayersWhenButtonIsPressed,
|
|
|
|
JoinPlayersWhenJoinActionIsTriggered,
|
|
|
|
/// <summary>
|
|
/// Do not join players automatically. Call <see cref="PlayerInputManager.JoinPlayerFromUI"/> or <see cref="PlayerInputManager.JoinPlayerFromAction"/>
|
|
/// explicitly in order to join new players. Alternatively, just create GameObjects with <see cref="PlayerInput"/>
|
|
/// components directly and they will be joined automatically.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This behavior also allows implementing more sophisticated device pairing mechanisms when multiple devices
|
|
/// are involved. While initial engagement required by <see cref="JoinPlayersWhenButtonIsPressed"/> or
|
|
/// <see cref="JoinPlayersWhenJoinActionIsTriggered"/> allows pairing a single device reliably to a player,
|
|
/// additional devices that may be required by a control scheme will still get paired automatically out of the
|
|
/// pool of available devices.
|
|
/// </remarks>
|
|
JoinPlayersManually,
|
|
}
|
|
}
|