diff --git a/osu.Game.Rulesets.Osu/Edit/Blueprints/Sliders/Components/PathControlPointVisualiser.cs b/osu.Game.Rulesets.Osu/Edit/Blueprints/Sliders/Components/PathControlPointVisualiser.cs index 5ae9b194be..bff6701826 100644 --- a/osu.Game.Rulesets.Osu/Edit/Blueprints/Sliders/Components/PathControlPointVisualiser.cs +++ b/osu.Game.Rulesets.Osu/Edit/Blueprints/Sliders/Components/PathControlPointVisualiser.cs @@ -469,9 +469,20 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components } else { - SnapResult result = positionSnapProvider?.TrySnapToPositionGrid(Parent!.ToScreenSpace(e.MousePosition)); + Vector2 newControlPointPosition = Parent!.ToScreenSpace(e.MousePosition); - Vector2 movementDelta = Parent!.ToLocalSpace(result?.ScreenSpacePosition ?? Parent!.ToScreenSpace(e.MousePosition)) - dragStartPositions[draggedControlPointIndex] - hitObject.Position; + // Snapping inherited B-spline control points to nearby objects would be unintuitive, because snapping them does not equate to snapping the interpolated slider path. + bool shouldSnapToNearbyObjects = dragPathTypes[draggedControlPointIndex] is not null || + dragPathTypes[..draggedControlPointIndex].LastOrDefault(t => t is not null)?.Type != SplineType.BSpline; + + SnapResult result = null; + if (shouldSnapToNearbyObjects) + result = positionSnapProvider?.TrySnapToNearbyObjects(newControlPointPosition, oldStartTime); + if (positionSnapProvider?.TrySnapToPositionGrid(result?.ScreenSpacePosition ?? newControlPointPosition, result?.Time ?? oldStartTime) is SnapResult gridSnapResult) + result = gridSnapResult; + result ??= new SnapResult(newControlPointPosition, oldStartTime); + + Vector2 movementDelta = Parent!.ToLocalSpace(result.ScreenSpacePosition) - dragStartPositions[draggedControlPointIndex] - hitObject.Position; for (int i = 0; i < controlPoints.Count; ++i) {