I'm working in a game for mobile in which I can move the map with the finger. When I tap in some objects of screen it appears a UI text in scroll with information but when I touch the screen to do scroll in the text, the map placed in the background moves. How can I get the map doesn't move when I do scroll in the information text?
This is a screenshot:
This is the code to move the background map:
if(dragToPan){
        if(!mapping && ready){
            if (Input.touchCount == 1 && Input.GetTouch(0).phase == TouchPhase.Moved) {
                if(Input.GetTouch(0).position.y > screenY/12){
                    Vector2 touchDeltaPosition  = Input.GetTouch(0).deltaPosition;
                    //Check if any of the tile borders has been reached
                    CheckBorders();
                    //Translate the camera
                    cam.Translate(-touchDeltaPosition.x*dragSpeed*Time.deltaTime, -touchDeltaPosition.y*dragSpeed*Time.deltaTime, 0);
                    //Clamp the camera position to avoid displaying any off the map areas
                    ClampCam();
                }
            }
        }   
    }           
And this is how I enable the scroll text:
public class SeleccionarTesoro_LIST : MonoBehaviour {
void Start()
{
    GameObject[] hitObject = GameObject.FindGameObjectsWithTag("TESOROS");
}
public void SetHitObjectToActive(GameObject hitObject)
{
    hitObject.transform.GetChild(0).GetChild(0).gameObject.SetActive (true);
    hitObject.transform.GetChild(0).GetChild(2).gameObject.SetActive (true);
}
void Update() {
    if (Input.GetMouseButtonDown (0)) 
    {
        RaycastHit hit;
        Ray ray = Camera.main.ScreenPointToRay (Input.mousePosition);
            if (Physics.Raycast (ray, out hit)) {
                SetHitObjectToActive (hit.collider.gameObject);
            }
        }
}
}
UPDATE 1: I've added this lines in the first script and it works in Unity editor, but not in Android and iOS devices. How can I solve it?
if (EventSystem.current.IsPointerOverGameObject() ||
        EventSystem.current.currentSelectedGameObject != null) {
        return;
    }
