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Always use current timing point for circle piece animation

Using `LifetimeStart` seemed arbitrary and wrong not only in a
compatibility-with-stable sense, but also in a general sanity sense (why
would each object potentially be using a different timing point to
animate?)
This commit is contained in:
Bartłomiej Dach 2022-11-22 20:39:22 +01:00
parent 38f2a27f53
commit ce7af0df63
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@ -117,7 +117,7 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
if (beatSyncProvider?.ControlPoints != null)
{
beatLength = beatSyncProvider.ControlPoints.TimingPointAt(LifetimeStart).BeatLength;
beatLength = beatSyncProvider.ControlPoints.TimingPointAt(Time.Current).BeatLength;
animationFrame = Time.Current % ((beatLength * 2) / multiplier) >= beatLength / multiplier ? 0 : 1;