A game about forced loneliness, made by TACStudios
1namespace UnityEngine.InputSystem
2{
3 /// <summary>
4 /// Determines how <see cref="PlayerInputManager"/> joins new players.
5 /// </summary>
6 /// <remarks>
7 /// </remarks>
8 /// <seealso cref="PlayerInputManager"/>
9 /// <seealso cref="PlayerInputManager.joinBehavior"/>
10 public enum PlayerJoinBehavior
11 {
12 /// <summary>
13 /// Listen for button presses on devices that are not paired to any player. If they occur
14 /// and joining is allowed, join a new player using the device the button was pressed on.
15 /// </summary>
16 JoinPlayersWhenButtonIsPressed,
17
18 JoinPlayersWhenJoinActionIsTriggered,
19
20 /// <summary>
21 /// Do not join players automatically. Call <see cref="PlayerInputManager.JoinPlayerFromUI"/> or <see cref="PlayerInputManager.JoinPlayerFromAction"/>
22 /// explicitly in order to join new players. Alternatively, just create GameObjects with <see cref="PlayerInput"/>
23 /// components directly and they will be joined automatically.
24 /// </summary>
25 /// <remarks>
26 /// This behavior also allows implementing more sophisticated device pairing mechanisms when multiple devices
27 /// are involved. While initial engagement required by <see cref="JoinPlayersWhenButtonIsPressed"/> or
28 /// <see cref="JoinPlayersWhenJoinActionIsTriggered"/> allows pairing a single device reliably to a player,
29 /// additional devices that may be required by a control scheme will still get paired automatically out of the
30 /// pool of available devices.
31 /// </remarks>
32 JoinPlayersManually,
33 }
34}