diff --git a/osu.Game.Rulesets.Catch/Replays/CatchFramedReplayInputHandler.cs b/osu.Game.Rulesets.Catch/Replays/CatchFramedReplayInputHandler.cs index dd0223314d..91f5c52440 100644 --- a/osu.Game.Rulesets.Catch/Replays/CatchFramedReplayInputHandler.cs +++ b/osu.Game.Rulesets.Catch/Replays/CatchFramedReplayInputHandler.cs @@ -22,10 +22,12 @@ namespace osu.Game.Rulesets.Catch.Replays { get { - if (!HasFrames) + var frame = CurrentFrame; + + if (frame == null) return null; - return Interpolation.ValueAt(CurrentTime, CurrentFrame.Position, NextFrame.Position, CurrentFrame.Time, NextFrame.Time); + return Interpolation.ValueAt(CurrentTime, frame.Position, NextFrame.Position, frame.Time, NextFrame.Time); } } diff --git a/osu.Game.Rulesets.Mania/Replays/ManiaFramedReplayInputHandler.cs b/osu.Game.Rulesets.Mania/Replays/ManiaFramedReplayInputHandler.cs index 197b105437..899718b77e 100644 --- a/osu.Game.Rulesets.Mania/Replays/ManiaFramedReplayInputHandler.cs +++ b/osu.Game.Rulesets.Mania/Replays/ManiaFramedReplayInputHandler.cs @@ -18,6 +18,6 @@ namespace osu.Game.Rulesets.Mania.Replays protected override bool IsImportant(ManiaReplayFrame frame) => frame.Actions.Any(); - public override List GetPendingInputs() => new List { new ReplayState { PressedActions = CurrentFrame.Actions } }; + public override List GetPendingInputs() => new List { new ReplayState { PressedActions = CurrentFrame?.Actions ?? new List() } }; } } diff --git a/osu.Game.Rulesets.Taiko/Replays/TaikoFramedReplayInputHandler.cs b/osu.Game.Rulesets.Taiko/Replays/TaikoFramedReplayInputHandler.cs index d97d7626ef..97337acc45 100644 --- a/osu.Game.Rulesets.Taiko/Replays/TaikoFramedReplayInputHandler.cs +++ b/osu.Game.Rulesets.Taiko/Replays/TaikoFramedReplayInputHandler.cs @@ -18,6 +18,6 @@ namespace osu.Game.Rulesets.Taiko.Replays protected override bool IsImportant(TaikoReplayFrame frame) => frame.Actions.Any(); - public override List GetPendingInputs() => new List { new ReplayState { PressedActions = CurrentFrame.Actions } }; + public override List GetPendingInputs() => new List { new ReplayState { PressedActions = CurrentFrame?.Actions ?? new List() } }; } }