unity3D scrollview嵌套不能滑动的问题及其解决办法

unity3D scrollview嵌套不能滑动的问题

unity3D scrollview嵌套不能滑动的问题及其解决办法_第1张图片

问题来源:

现在有这么一个需求,有一个页面,希望外面是一个水平方向滑动的scrollView A,A的子对象是一种能在垂直方向滑动的scrollview,此时,如果不做特殊处理,子对象的交互性会挡住外层scrollview的滑动性。

问题原因:

当我们点击子对象并且进行滑动时,外层的scrollview接收不到滑动事件。

解决办法:

在子对象滑动时,将拖拽事件传递给外层的scrollview,做法是给每一个子对象添加一个脚本Compoment,在这个脚本中做好拖拽事件的传递(当然,也可以在Unity的editor中,将写好的脚本拖拽到对应的scrollview对象上,只不过这样做很不灵活,本人不愿意这么操作),代码如下所示:


using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using System.Collections;
using System.Collections.Generic;
using TMPro;
using System;

//scrollViewItem 是子scrollview对象需要添加的component
public class scrollViewItem : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler
{
    // Start is called before the first frame update

    private ScrollRect scrollview;
    
    public void setScrollView(ScrollRect scrollview)
    {
        this.scrollview = scrollview;
    }

	//子scrollview调用OnBeginDrag时,传递OnBeginDrag到外层的scrollview,也就是这里的scrollview
    public  void OnBeginDrag(PointerEventData eventdata)
    {
        Debug.Log("aaaaaaaaaaaaaaaa");
        scrollview.OnBeginDrag(eventdata);
    }

    public  void OnDrag(PointerEventData eventdata)
    {
        Debug.Log("bbbbbbbbbbbbbbb");
        scrollview.OnDrag(eventdata);
    }

    public  void OnEndDrag(PointerEventData eventdata)
    {
        Debug.Log("ccccccc");
        scrollview.OnEndDrag(eventdata);
    }
}

//ListBigItem是对子scrollview对象的一个封装
public class ListBigItem
{
    public ListBigItem(GameObject obj, int idx, ScrollRect _parrentRect)
    {
    	//在子scrollview对象上添加上面的脚本
        obj.AddComponent<scrollViewItem>();
        //传递最外层scrollview到添加的脚本对象。
        obj.GetComponent<scrollViewItem>().setScrollView(_parrentRect);
        gameObject = obj;
        transform = obj.transform;
        curIdx = idx;
        parrentRect = _parrentRect;
        scrollview = gameObject.GetComponent<ScrollRect>();
        init(scrollview);

    }
    public GameObject gameObject;
    public Transform transform;
    public List<ListSmallItem> smalLitemList;
    ScrollRect parrentRect;
    ScrollRect scrollview;
    int curIdx;

    public void init(ScrollRect scroll)
    {
    //"Prefabs/NodeDateHead" 是子scrollview对象希望包含的子节点预制体
        GameObject prefabItem = Resources.Load<GameObject>("Prefabs/NodeDateHead");
        int itemTotalNum = 6;
        Vector3 initPos = prefabItem.transform.position;
        Vector2 itemSize = prefabItem.GetComponent<RectTransform>().sizeDelta;
        smalLitemList = new List<ListSmallItem>();
        scroll.content.sizeDelta = new Vector2(itemSize.x, itemSize.y * itemTotalNum);
        scroll.GetComponent<RectTransform>().sizeDelta = new Vector2(itemSize.x, itemSize.y * itemTotalNum);
        for (int i = 0; i < itemTotalNum; i++)
        {
            GameObject smallItem = UnityEngine.Object.Instantiate(prefabItem, scroll.content);
            smallItem.transform.localPosition = new Vector3(0, 0 - itemSize.y * i, initPos.z);
            ListSmallItem item = new ListSmallItem(smallItem);
            item.initData(i, curIdx);
            smalLitemList.Add(item);
            Debug.Log(smallItem.transform.position.y);
        }
    }
}

//类containt 是主类
public class containt : MonoBehaviour
{
    Button preButton;
    Button postButton;
    ScrollRect scroll;
    List<ListBigItem> bigItemList;

    void Awake()
    {
        int weekNum = 7;
        //"Prefabs/scrollViewNode" 是子scrollview预制体
        GameObject item = Resources.Load<GameObject>("Prefabs/scrollViewNode");
        Vector2 itemSize = item.GetComponent<RectTransform>().sizeDelta;
        Vector3 initPos = item.transform.position;
        bigItemList = new List<ListBigItem>();
        scroll.content.sizeDelta = new Vector2(itemSize.x * weekNum, itemSize.y);
        for (int i = 0; i < weekNum; i++)
        {
            GameObject scrollitem = Instantiate(item, scroll.content);
            scrollitem.transform.localPosition = new Vector3(0 + i * itemSize.x, 0, initPos.z);
            ListBigItem bigItem = new ListBigItem(scrollitem, i, scroll);
            bigItemList.Add(bigItem);
        }
    }
}

效果如下所示:

如果有疑问,欢迎评论区一起讨论! ^_^

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