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}