diff --git a/osu.Game.Rulesets.Osu/Edit/Blueprints/Sliders/SliderSelectionBlueprint.cs b/osu.Game.Rulesets.Osu/Edit/Blueprints/Sliders/SliderSelectionBlueprint.cs index 87f9fd41e8..586ba5b6b1 100644 --- a/osu.Game.Rulesets.Osu/Edit/Blueprints/Sliders/SliderSelectionBlueprint.cs +++ b/osu.Game.Rulesets.Osu/Edit/Blueprints/Sliders/SliderSelectionBlueprint.cs @@ -3,6 +3,7 @@ #nullable disable +using System; using System.Collections.Generic; using System.Linq; using JetBrains.Annotations; @@ -273,6 +274,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders { const double step1 = 10; const double step2 = 0.1; + const double longer_distance_bias = 0.01; var desiredPosition = ToLocalSpace(e.ScreenSpaceMousePosition) - HitObject.Position - lengthAdjustMouseOffset; @@ -286,7 +288,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders for (double d = 0; d <= fullPathCache.Value.CalculatedDistance; d += step1) { double t = d / fullPathCache.Value.CalculatedDistance; - float dist = Vector2.Distance(fullPathCache.Value.PositionAt(t), desiredPosition); + double dist = Vector2.Distance(fullPathCache.Value.PositionAt(t), desiredPosition) - d * longer_distance_bias; if (dist >= minDistance) continue; @@ -295,10 +297,12 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders } // Do another linear search to fine-tune the result. - for (double d = bestValue - step1; d <= bestValue + step1; d += step2) + double maxValue = Math.Min(bestValue + step1, fullPathCache.Value.CalculatedDistance); + + for (double d = bestValue - step1; d <= maxValue; d += step2) { double t = d / fullPathCache.Value.CalculatedDistance; - float dist = Vector2.Distance(fullPathCache.Value.PositionAt(t), desiredPosition); + double dist = Vector2.Distance(fullPathCache.Value.PositionAt(t), desiredPosition) - d * longer_distance_bias; if (dist >= minDistance) continue;