IndieGame/client/Packages/com.unity.inputsystem@1.7.0/InputSystem/Plugins/PlayerInput/PlayerJoinBehavior.cs

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