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ScrollSelect.cs
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using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
using TMPro;
using System.Collections;
public class ScrollSelect : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler, IPointerDownHandler, IPointerUpHandler
{
public ScrollRect scrollRect;
private TMP_InputField inputField;
private bool dragging = false;
private bool clickStarted = false;
private void Start()
{
inputField = GetComponent<TMP_InputField>();
}
public void OnBeginDrag(PointerEventData eventData)
{
dragging = true;
ExecuteEvents.Execute(scrollRect.gameObject, eventData, ExecuteEvents.beginDragHandler);
}
public void OnDrag(PointerEventData eventData)
{
if (dragging)
{
ExecuteEvents.Execute(scrollRect.gameObject, eventData, ExecuteEvents.dragHandler);
}
}
public void OnEndDrag(PointerEventData eventData)
{
dragging = false;
ExecuteEvents.Execute(scrollRect.gameObject, eventData, ExecuteEvents.endDragHandler);
}
public void OnPointerDown(PointerEventData eventData)
{
clickStarted = true;
//inputField.interactable = false;
if (inputField == null)
return;
inputField.DeactivateInputField(true);
ExecuteEvents.Execute(scrollRect.gameObject, eventData, ExecuteEvents.pointerDownHandler);
}
public void OnPointerUp(PointerEventData eventData)
{
if (clickStarted)
{
clickStarted = false;
if (inputField == null)
return;
StartCoroutine(Delay());
EventSystem.current.SetSelectedGameObject(inputField.gameObject, null);
}
}
IEnumerator Delay()
{
yield return new WaitForSeconds(0.8f);
inputField.interactable = true;
}
}