From ce7af0df637b3098c8e5eca1d9d137bc5fe2ed94 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Bart=C5=82omiej=20Dach?= Date: Tue, 22 Nov 2022 20:39:22 +0100 Subject: [PATCH] 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?) --- osu.Game.Rulesets.Taiko/Skinning/Legacy/LegacyCirclePiece.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/osu.Game.Rulesets.Taiko/Skinning/Legacy/LegacyCirclePiece.cs b/osu.Game.Rulesets.Taiko/Skinning/Legacy/LegacyCirclePiece.cs index c8dc29f444..03d89d269b 100644 --- a/osu.Game.Rulesets.Taiko/Skinning/Legacy/LegacyCirclePiece.cs +++ b/osu.Game.Rulesets.Taiko/Skinning/Legacy/LegacyCirclePiece.cs @@ -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;