Maze / Library /PackageCache /com.unity.inputsystem@1.6.1 /InputSystem /Plugins /PlayerInput /PlayerJoinBehavior.cs
| 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, | |
| } | |
| } | |