Before this addition, you needed to extract the progress from the animation’s effect. Like so:
```js
let progress = animation.effect.getComputedTiming().progress * 1;
if (animation.playState === "finished") progress = 1;
progress = Math.max(0.0, Math.min(1.0, progress)).toFixed(2);
```
Ugh.
Reading it from the effect was needed here because `animation.currentTime.value` gives you the progress of the _entire timeline_ and not just the _range_ you are targeting.
(Think of Scroll-Driven Animations that use `animation-range`)
With `Animation.overallProgress`, this is now a one-liner 😊