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