很簡單,直接看代碼:
1 using UnityEngine.UI; 2 using UnityEngine.EventSystems; 3 using UnityEngine; 4 5 /// <summary> 6 /// 解決嵌套使用ScrollRect時的Drag沖突問題。請將該腳本放置到內層ScrollRect上(外層的ScrollRect的Drag事件會被內層的攔截) 7 /// </summary> 8 public class NestedScrollRect : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler 9 { 10 /// <summary> 11 /// 外層被攔截需要正常拖動的ScrollRect,可不指定,默認在父對象中找 12 /// </summary> 13 public ScrollRect anotherScrollRect; 14 /// <summary> 15 /// 當前的ScrollRect(本腳本所放置的物體上)的拖動方向默認為上下拖動,否則為左右拖動型 16 /// </summary> 17 public bool thisIsUpAndDown = true; 18 19 private ScrollRect thisScrollRect; 20 21 void Awake () 22 { 23 thisScrollRect = GetComponent<ScrollRect> (); 24 if (anotherScrollRect == null) 25 anotherScrollRect = GetComponentsInParent<ScrollRect> ()[1]; 26 } 27 28 public void OnBeginDrag (PointerEventData eventData) 29 { 30 anotherScrollRect.OnBeginDrag (eventData); 31 } 32 33 public void OnDrag (PointerEventData eventData) 34 { 35 anotherScrollRect.OnDrag (eventData); 36 float angle = Vector2.Angle (eventData.delta, Vector2.up); 37 //判斷拖動方向,防止水平與垂直方向同時響應導致的拖動時整個界面都會動 38 if (angle > 45f && angle < 135f) 39 { 40 thisScrollRect.enabled = !thisIsUpAndDown; 41 anotherScrollRect.enabled = thisIsUpAndDown; 42 } 43 else 44 { 45 anotherScrollRect.enabled = !thisIsUpAndDown; 46 thisScrollRect.enabled = thisIsUpAndDown; 47 } 48 } 49 50 public void OnEndDrag (PointerEventData eventData) 51 { 52 anotherScrollRect.OnEndDrag (eventData); 53 anotherScrollRect.enabled = true; 54 thisScrollRect.enabled = true; 55 } 56 }