diff --git a/osu.Game.Rulesets.Osu/Edit/Blueprints/Sliders/SliderPlacementBlueprint.cs b/osu.Game.Rulesets.Osu/Edit/Blueprints/Sliders/SliderPlacementBlueprint.cs index 91cd270af6..013f790f65 100644 --- a/osu.Game.Rulesets.Osu/Edit/Blueprints/Sliders/SliderPlacementBlueprint.cs +++ b/osu.Game.Rulesets.Osu/Edit/Blueprints/Sliders/SliderPlacementBlueprint.cs @@ -359,8 +359,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders } // Update the cursor position. - var result = positionSnapProvider?.FindSnappedPositionAndTime(inputManager.CurrentState.Mouse.Position, state == SliderPlacementState.ControlPoints ? SnapType.GlobalGrids : SnapType.All); - cursor.Position = ToLocalSpace(result?.ScreenSpacePosition ?? inputManager.CurrentState.Mouse.Position) - HitObject.Position; + cursor.Position = getCursorPosition(); } else if (cursor != null) { @@ -374,6 +373,12 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders } } + private Vector2 getCursorPosition() + { + var result = positionSnapProvider?.FindSnappedPositionAndTime(inputManager.CurrentState.Mouse.Position, state == SliderPlacementState.ControlPoints ? SnapType.GlobalGrids : SnapType.All); + return ToLocalSpace(result?.ScreenSpacePosition ?? inputManager.CurrentState.Mouse.Position) - HitObject.Position; + } + /// /// Whether a new control point can be placed at the current mouse position. /// @@ -386,7 +391,9 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders var lastPiece = controlPointVisualiser.Pieces.Single(p => p.ControlPoint == last); lastPoint = last; - return lastPiece.IsHovered != true; + // We may only place a new control point if the cursor is not overlapping with the last control point. + // If snapping is enabled, the cursor may not hover the last piece while still placing the control point at the same position. + return !lastPiece.IsHovered && (last is null || Vector2.DistanceSquared(last.Position, getCursorPosition()) > 1f); } private void placeNewControlPoint()