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| 1 | +using UnityEngine; |
| 2 | +using UnityEngine.EventSystems; |
| 3 | +using UnityEngine.UI; |
| 4 | +using TMPro; |
| 5 | +using System.Collections; |
| 6 | + |
| 7 | +public class ScrollSelect : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler, IPointerDownHandler, IPointerUpHandler |
| 8 | +{ |
| 9 | + public ScrollRect scrollRect; |
| 10 | + private TMP_InputField inputField; |
| 11 | + |
| 12 | + private bool dragging = false; |
| 13 | + private bool clickStarted = false; |
| 14 | + |
| 15 | + private void Start() |
| 16 | + { |
| 17 | + inputField = GetComponent<TMP_InputField>(); |
| 18 | + } |
| 19 | + |
| 20 | + public void OnBeginDrag(PointerEventData eventData) |
| 21 | + { |
| 22 | + dragging = true; |
| 23 | + ExecuteEvents.Execute(scrollRect.gameObject, eventData, ExecuteEvents.beginDragHandler); |
| 24 | + } |
| 25 | + |
| 26 | + public void OnDrag(PointerEventData eventData) |
| 27 | + { |
| 28 | + if (dragging) |
| 29 | + { |
| 30 | + ExecuteEvents.Execute(scrollRect.gameObject, eventData, ExecuteEvents.dragHandler); |
| 31 | + } |
| 32 | + } |
| 33 | + |
| 34 | + public void OnEndDrag(PointerEventData eventData) |
| 35 | + { |
| 36 | + dragging = false; |
| 37 | + ExecuteEvents.Execute(scrollRect.gameObject, eventData, ExecuteEvents.endDragHandler); |
| 38 | + } |
| 39 | + |
| 40 | + public void OnPointerDown(PointerEventData eventData) |
| 41 | + { |
| 42 | + clickStarted = true; |
| 43 | + //inputField.interactable = false; |
| 44 | + |
| 45 | + if (inputField == null) |
| 46 | + return; |
| 47 | + |
| 48 | + inputField.DeactivateInputField(true); |
| 49 | + ExecuteEvents.Execute(scrollRect.gameObject, eventData, ExecuteEvents.pointerDownHandler); |
| 50 | + } |
| 51 | + |
| 52 | + public void OnPointerUp(PointerEventData eventData) |
| 53 | + { |
| 54 | + if (clickStarted) |
| 55 | + { |
| 56 | + clickStarted = false; |
| 57 | + |
| 58 | + if (inputField == null) |
| 59 | + return; |
| 60 | + |
| 61 | + StartCoroutine(Delay()); |
| 62 | + |
| 63 | + EventSystem.current.SetSelectedGameObject(inputField.gameObject, null); |
| 64 | + } |
| 65 | + } |
| 66 | + |
| 67 | + IEnumerator Delay() |
| 68 | + { |
| 69 | + yield return new WaitForSeconds(0.8f); |
| 70 | + |
| 71 | + inputField.interactable = true; |
| 72 | + } |
| 73 | +} |
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