2016-02-28 00:28:02 +08:00
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using UnityEngine;
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using System.Collections;
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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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using System;
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//this is the most efficient way to handle scroll conflicts when there are multiple scroll rects
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2016-02-28 00:31:23 +08:00
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//this is useful when there is a vertical scrollrect in/on a horizontal scrollrect or vice versa
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2016-02-28 00:28:02 +08:00
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2016-02-28 00:31:23 +08:00
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//attach the script to the rect scroll and assign other rectscroll in the inspecter (one is verticle and other is horizontal)
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//gathered and modified from unity answers(delta snipper)
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namespace UnityEngine.UI.Extensions
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{
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2016-02-28 00:28:02 +08:00
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[RequireComponent(typeof(ScrollRect))]
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public class ScrollConflictManager : MonoBehaviour, IBeginDragHandler, IEndDragHandler, IDragHandler
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{
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public ScrollRect OtherScrollRect;
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private ScrollRect _myScrollRect;
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//This tracks if the other one should be scrolling instead of the current one.
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private bool scrollOther;
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//This tracks wether the other one should scroll horizontally or vertically.
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private bool scrollOtherHorizontally;
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void Awake()
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{
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//Get the current scroll rect so we can disable it if the other one is scrolling
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_myScrollRect = this.GetComponent<ScrollRect>();
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//If the current scroll Rect has the vertical checked then the other one will be scrolling horizontally.
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scrollOtherHorizontally = _myScrollRect.vertical;
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//Check some attributes to let the user know if this wont work as expected
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if (scrollOtherHorizontally)
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{
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if (_myScrollRect.horizontal)
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Debug.Log("You have added the SecondScrollRect to a scroll view that already has both directions selected");
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if (!OtherScrollRect.horizontal)
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Debug.Log("The other scroll rect doesnt support scrolling horizontally");
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}
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else if (!OtherScrollRect.vertical)
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{
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Debug.Log("The other scroll rect doesnt support scrolling vertically");
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}
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}
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//IBeginDragHandler
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public void OnBeginDrag(PointerEventData eventData)
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{
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//Get the absolute values of the x and y differences so we can see which one is bigger and scroll the other scroll rect accordingly
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float horizontal = Mathf.Abs(eventData.position.x - eventData.pressPosition.x);
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float vertical = Mathf.Abs(eventData.position.y - eventData.pressPosition.y);
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if (scrollOtherHorizontally)
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{
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if (horizontal > vertical)
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{
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scrollOther = true;
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//disable the current scroll rect so it doesnt move.
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_myScrollRect.enabled = false;
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OtherScrollRect.OnBeginDrag(eventData);
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}
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}
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else if (vertical > horizontal)
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{
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scrollOther = true;
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//disable the current scroll rect so it doesnt move.
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_myScrollRect.enabled = false;
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OtherScrollRect.OnBeginDrag(eventData);
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}
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}
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//IEndDragHandler
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public void OnEndDrag(PointerEventData eventData)
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{
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if (scrollOther)
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{
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scrollOther = false;
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_myScrollRect.enabled = true;
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OtherScrollRect.OnEndDrag(eventData);
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}
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}
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//IDragHandler
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public void OnDrag(PointerEventData eventData)
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{
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if (scrollOther)
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{
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OtherScrollRect.OnDrag(eventData);
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}
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}
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2016-02-28 00:31:23 +08:00
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}
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2016-02-28 00:28:02 +08:00
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}
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