diff --git a/osu.Game/Screens/Edit/Compose/Components/BlueprintContainer.cs b/osu.Game/Screens/Edit/Compose/Components/BlueprintContainer.cs index cc417bbb10..4aa235ba50 100644 --- a/osu.Game/Screens/Edit/Compose/Components/BlueprintContainer.cs +++ b/osu.Game/Screens/Edit/Compose/Components/BlueprintContainer.cs @@ -13,6 +13,7 @@ using osu.Framework.Graphics.Primitives; using osu.Framework.Input; using osu.Framework.Input.Bindings; using osu.Framework.Input.Events; +using osu.Game.Graphics.UserInterface; using osu.Game.Rulesets.Edit; using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Objects.Drawables; @@ -320,10 +321,22 @@ namespace osu.Game.Screens.Edit.Compose.Components { foreach (var blueprint in SelectionBlueprints) { - if (blueprint.IsAlive && blueprint.IsPresent && rect.Contains(blueprint.ScreenSpaceSelectionPoint)) - blueprint.Select(); - else - blueprint.Deselect(); + // only run when utmost necessary to avoid unnecessary rect computations. + bool isValidForSelection() => blueprint.IsAlive && blueprint.IsPresent && rect.Contains(blueprint.ScreenSpaceSelectionPoint); + + switch (blueprint.State) + { + case SelectionState.NotSelected: + if (isValidForSelection()) + blueprint.Select(); + break; + + case SelectionState.Selected: + // if the editor is playing, we generally don't want to deselect objects even if outside the selection area. + if (!editorClock.IsRunning && !isValidForSelection()) + blueprint.Deselect(); + break; + } } }