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- using System;
-
- namespace UnityEngine.InputSystem.Users
- {
- /// <summary>
- /// Options to modify the behavior on <see cref="InputUser.PerformPairingWithDevice"/>.
- /// </summary>
- [Flags]
- public enum InputUserPairingOptions
- {
- /// <summary>
- /// Default behavior.
- /// </summary>
- None = 0,
-
- /// <summary>
- /// Even if the device is already paired to a user account at the platform level, force the user to select
- /// an account.
- /// </summary>
- /// <remarks>
- /// This is only supported on Xbox and Switch, at the moment.
- ///
- /// On PS4, this is ignored as account pairing is under system control. If the user wants to switch accounts,
- /// he/she does so by pressing the PS4 button on the controller.
- ///
- /// On Xbox, this option will bring up the account picker even if the device is already paired to a user.
- /// This behavior is useful to allow the player to change accounts.
- ///
- /// On platforms other than Xbox and Switch, this option is ignored.
- /// </remarks>
- ForcePlatformUserAccountSelection = 1 << 0,
-
- /// <summary>
- /// Suppress user account selection when supported at the platform level and a device is not currently paired
- /// to a user account.
- /// </summary>
- /// <remarks>
- /// On Xbox, if a device that does not currently have a user account logged in on it is paired to an
- /// <see cref="InputUser"/>, no account picker will come up and the device will be used without an associated
- /// user account.
- ///
- /// On Switch, this prevents the user management applet from coming up.
- /// </remarks>
- ForceNoPlatformUserAccountSelection = 1 << 1,
-
- /// <summary>
- /// If the user already has paired devices, unpair them first.
- /// </summary>
- UnpairCurrentDevicesFromUser = 1 << 3,
- }
- }
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