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- 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. This means that, for example, if a given player joins by clicking a mouse button
- /// ...
- /// </remarks>
- JoinPlayersManually,
- }
- }
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