forked from BilalY/Rasagar
52 lines
1.9 KiB
C#
52 lines
1.9 KiB
C#
using System;
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namespace UnityEngine.InputSystem.Users
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{
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/// <summary>
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/// Options to modify the behavior on <see cref="InputUser.PerformPairingWithDevice"/>.
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/// </summary>
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[Flags]
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public enum InputUserPairingOptions
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{
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/// <summary>
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/// Default behavior.
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/// </summary>
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None = 0,
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/// <summary>
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/// Even if the device is already paired to a user account at the platform level, force the user to select
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/// an account.
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/// </summary>
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/// <remarks>
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/// This is only supported on Xbox and Switch, at the moment.
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///
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/// On PS4, this is ignored as account pairing is under system control. If the user wants to switch accounts,
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/// he/she does so by pressing the PS4 button on the controller.
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///
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/// On Xbox, this option will bring up the account picker even if the device is already paired to a user.
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/// This behavior is useful to allow the player to change accounts.
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///
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/// On platforms other than Xbox and Switch, this option is ignored.
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/// </remarks>
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ForcePlatformUserAccountSelection = 1 << 0,
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/// <summary>
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/// Suppress user account selection when supported at the platform level and a device is not currently paired
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/// to a user account.
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/// </summary>
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/// <remarks>
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/// On Xbox, if a device that does not currently have a user account logged in on it is paired to an
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/// <see cref="InputUser"/>, no account picker will come up and the device will be used without an associated
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/// user account.
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///
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/// On Switch, this prevents the user management applet from coming up.
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/// </remarks>
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ForceNoPlatformUserAccountSelection = 1 << 1,
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/// <summary>
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/// If the user already has paired devices, unpair them first.
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/// </summary>
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UnpairCurrentDevicesFromUser = 1 << 3,
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}
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}
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