ScrollConflictManager created online with Bitbucket

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branch : srinivassunil/scrollconflictmanager-created-online-wit-1456590432246
release
srinivas sunil 2016-02-27 16:28:02 +00:00
parent 3b37f7805b
commit 654cd416cd
1 changed files with 84 additions and 0 deletions

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