diff --git a/osu.Game.Rulesets.Taiko/UI/DrawableTaikoMascot.cs b/osu.Game.Rulesets.Taiko/UI/DrawableTaikoMascot.cs index 105baa84cc..407ab30e12 100644 --- a/osu.Game.Rulesets.Taiko/UI/DrawableTaikoMascot.cs +++ b/osu.Game.Rulesets.Taiko/UI/DrawableTaikoMascot.cs @@ -96,9 +96,9 @@ namespace osu.Game.Rulesets.Taiko.UI private TaikoMascotAnimationState getNextState() { - // don't change state if current animation is playing - // (used for clear state - others are manually animated on new beats) - if (currentAnimation != null && !currentAnimation.Completed) + // don't change state if current animation is still playing (and we haven't rewound before it). + // used for clear state - others are manually animated on new beats. + if (currentAnimation?.Completed == false && currentAnimation.DisplayTime <= Time.Current) return State.Value; if (!lastObjectHit) diff --git a/osu.Game.Rulesets.Taiko/UI/TaikoMascotAnimation.cs b/osu.Game.Rulesets.Taiko/UI/TaikoMascotAnimation.cs index 01cf88a87e..cce2be7758 100644 --- a/osu.Game.Rulesets.Taiko/UI/TaikoMascotAnimation.cs +++ b/osu.Game.Rulesets.Taiko/UI/TaikoMascotAnimation.cs @@ -20,6 +20,8 @@ namespace osu.Game.Rulesets.Taiko.UI private int currentFrame; + public double DisplayTime; + public TaikoMascotAnimation(TaikoMascotAnimationState state) { InternalChild = textureAnimation = createTextureAnimation(state).With(animation => @@ -40,6 +42,7 @@ namespace osu.Game.Rulesets.Taiko.UI public override void Show() { base.Show(); + DisplayTime = Time.Current; textureAnimation.Seek(0); }