diff --git a/osu.Game.Rulesets.Osu.Tests/Editor/TestSceneSliderStreamConversion.cs b/osu.Game.Rulesets.Osu.Tests/Editor/TestSceneSliderStreamConversion.cs index 51871dd9e5..0601dc6068 100644 --- a/osu.Game.Rulesets.Osu.Tests/Editor/TestSceneSliderStreamConversion.cs +++ b/osu.Game.Rulesets.Osu.Tests/Editor/TestSceneSliderStreamConversion.cs @@ -148,6 +148,37 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor }); } + [Test] + public void TestFloatEdgeCaseConversion() + { + Slider slider = null; + + AddStep("select first slider", () => + { + slider = (Slider)EditorBeatmap.HitObjects.First(h => h is Slider); + EditorClock.Seek(slider.StartTime); + EditorBeatmap.SelectedHitObjects.Add(slider); + }); + + AddStep("change to these specific circumstances", () => + { + EditorBeatmap.Difficulty.SliderMultiplier = 1; + var timingPoint = EditorBeatmap.ControlPointInfo.TimingPointAt(slider.StartTime); + timingPoint.BeatLength = 352.941176470588; + slider.Path.ControlPoints[^1].Position = new Vector2(-110, 16); + slider.Path.ExpectedDistance.Value = 100; + }); + + convertToStream(); + + AddAssert("stream created", () => streamCreatedFor(slider, + (time: 0, pathPosition: 0), + (time: 0.25, pathPosition: 0.25), + (time: 0.5, pathPosition: 0.5), + (time: 0.75, pathPosition: 0.75), + (time: 1, pathPosition: 1))); + } + private bool streamCreatedFor(Slider slider, params (double time, double pathPosition)[] expectedCircles) { if (EditorBeatmap.HitObjects.Contains(slider)) diff --git a/osu.Game.Rulesets.Osu/Edit/Blueprints/Sliders/SliderSelectionBlueprint.cs b/osu.Game.Rulesets.Osu/Edit/Blueprints/Sliders/SliderSelectionBlueprint.cs index 7c289b5b05..265a1d21b1 100644 --- a/osu.Game.Rulesets.Osu/Edit/Blueprints/Sliders/SliderSelectionBlueprint.cs +++ b/osu.Game.Rulesets.Osu/Edit/Blueprints/Sliders/SliderSelectionBlueprint.cs @@ -342,7 +342,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders double positionWithRepeats = (time - HitObject.StartTime) / HitObject.Duration * HitObject.SpanCount(); double pathPosition = positionWithRepeats - (int)positionWithRepeats; // every second span is in the reverse direction - need to reverse the path position. - if (Precision.AlmostBigger(positionWithRepeats % 2, 1)) + if (positionWithRepeats % 2 >= 1) pathPosition = 1 - pathPosition; Vector2 position = HitObject.Position + HitObject.Path.PositionAt(pathPosition);