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/on a horizontal scrollrect or vice versa //attach the script to the rect scroll and assign other rectscroll in the inspecter (one is verticle and other is horizontal) //gathered and modified from unity answers(delta snipper) namespace UnityEngine.UI.Extensions { [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(); //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); } } } }