IndieGame/client/Packages/com.unity.inputsystem@1.7.0/InputSystem/Plugins/Users/InputUserPairingOptions.cs

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2024-10-11 10:12:15 +08:00
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,
}
}