HeavenStudioPlus/Assets/Scripts/LevelEditor/ChiScrollRect.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace HeavenStudio.Editor
{
// Thank you Unity forums!
// https://forum.unity.com/threads/scroll-view-does-not-scroll-with-mousewheel-when-mouse-is-over-a-button-inside-the-scroll-view.848848/
public class ChiScrollRect : ScrollRect, IPointerEnterHandler, IPointerExitHandler
{
private static string mouseScrollWheelAxis = "Mouse ScrollWheel";
private bool swallowMouseWheelScrolls = true;
private bool isMouseOver = false;
public void OnPointerEnter(PointerEventData eventData)
{
isMouseOver = true;
}
public void OnPointerExit(PointerEventData eventData)
{
isMouseOver = false;
}
private void Update()
{
// Detect the mouse wheel and generate a scroll. This fixes the issue where Unity will prevent our ScrollRect
// from receiving any mouse wheel messages if the mouse is over a raycast target (such as a button).
if (isMouseOver && IsMouseWheelRolling())
{
var delta = UnityEngine.Input.GetAxis(mouseScrollWheelAxis);
PointerEventData pointerData = new PointerEventData(EventSystem.current);
pointerData.scrollDelta = new Vector2(0f, delta * scrollSensitivity);
swallowMouseWheelScrolls = false;
OnScroll(pointerData);
swallowMouseWheelScrolls = true;
}
}
public override void OnScroll(PointerEventData data)
{
if (IsMouseWheelRolling() && swallowMouseWheelScrolls)
{
// Eat the scroll so that we don't get a double scroll when the mouse is over an image
}
else
{
base.OnScroll(data);
}
}
private static bool IsMouseWheelRolling()
{
return UnityEngine.Input.GetAxis(mouseScrollWheelAxis) != 0;
}
}
}