// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.

using osu.Framework.Allocation;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Osu.Edit.Blueprints.HitCircles.Components;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Objects.Drawables;
using osu.Game.Screens.Edit;

namespace osu.Game.Rulesets.Osu.Edit.Blueprints
{
    public abstract class OsuSelectionBlueprint<T> : HitObjectSelectionBlueprint<T>
        where T : OsuHitObject
    {
        [Resolved]
        private EditorClock editorClock { get; set; }

        protected new DrawableOsuHitObject DrawableObject => (DrawableOsuHitObject)base.DrawableObject;

        protected override bool AlwaysShowWhenSelected => true;

        protected override bool ShouldBeAlive => base.ShouldBeAlive || editorClock.CurrentTime - Item.GetEndTime() < HitCircleOverlapMarker.FADE_OUT_EXTENSION;

        protected OsuSelectionBlueprint(T hitObject)
            : base(hitObject)
        {
        }
    }
}

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.

using osu.Framework.Allocation;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Osu.Edit.Blueprints.HitCircles.Components;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Objects.Drawables;
using osu.Game.Screens.Edit;

namespace osu.Game.Rulesets.Osu.Edit.Blueprints
{
    public abstract class OsuSelectionBlueprint<T> : HitObjectSelectionBlueprint<T>
        where T : OsuHitObject
    {
        [Resolved]
        private EditorClock editorClock { get; set; }

        protected new DrawableOsuHitObject DrawableObject => (DrawableOsuHitObject)base.DrawableObject;

        protected override bool AlwaysShowWhenSelected => true;

        protected override bool ShouldBeAlive => base.ShouldBeAlive
                                                 || (editorClock.CurrentTime >= Item.StartTime && editorClock.CurrentTime - Item.GetEndTime() < HitCircleOverlapMarker.FADE_OUT_EXTENSION);

        protected OsuSelectionBlueprint(T hitObject)
            : base(hitObject)
        {
        }
    }
}

Fix incorrect alive criteria causing clicking future objects to be too greedy
Fix incorrect alive criteria causing clicking future objects to be too greedy
