https://www.cnblogs.com/suoluo/p/5643885.html
using UnityEngine.UI;
using UnityEngine.EventSystems;
using UnityEngine;
/// <summary>
/// 解决嵌套使用ScrollRect时的Drag冲突问题。请将该脚本放置到内层ScrollRect上(外层的ScrollRect的Drag事件会被内层的拦截)
/// </summary>
public class NestedScrollRect : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler
{
/// <summary>
/// 外层被拦截需要正常拖动的ScrollRect,可不指定,默认在父对象中找
/// </summary>
public ScrollRect anotherScrollRect;
/// <summary>
/// 当前的ScrollRect(本脚本所放置的物体上)的拖动方向默认为上下拖动,否则为左右拖动型
/// </summary>
public bool thisIsUpAndDown = true;
private ScrollRect thisScrollRect;
void Awake ()
{
thisScrollRect = GetComponent<ScrollRect> ();
if (anotherScrollRect == null)
anotherScrollRect = GetComponentsInParent<ScrollRect> ()[1];
}
public void OnBeginDrag (PointerEventData eventData)
{
anotherScrollRect.OnBeginDrag (eventData);
}
public void OnDrag (PointerEventData eventData)
{
anotherScrollRect.OnDrag (eventData);
float angle = Vector2.Angle (eventData.delta, Vector2.up);
//判断拖动方向,防止水平与垂直方向同时响应导致的拖动时整个界面都会动
if (angle > 45f && angle < 135f)
{
thisScrollRect.enabled = !thisIsUpAndDown;
anotherScrollRect.enabled = thisIsUpAndDown;
}
else
{
anotherScrollRect.enabled = !thisIsUpAndDown;
thisScrollRect.enabled = thisIsUpAndDown;
}
}
public void OnEndDrag (PointerEventData eventData)
{
anotherScrollRect.OnEndDrag (eventData);
anotherScrollRect.enabled = true;
thisScrollRect.enabled = true;
}
}
网友评论