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Switch away from metadata screen before making any changes in test logic
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@ -35,6 +35,11 @@ namespace osu.Game.Tests.Visual.Editing
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AddUntilStep("wait for metadata screen load", () => editor.ChildrenOfType<MetadataSection>().FirstOrDefault()?.IsLoaded == true);
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AddUntilStep("wait for metadata screen load", () => editor.ChildrenOfType<MetadataSection>().FirstOrDefault()?.IsLoaded == true);
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// We intentionally switch away from the metadata screen, else there is a feedback loop with the textbox handling which causes metadata changes below to get overwritten.
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AddStep("Enter compose mode", () => InputManager.Key(Key.F1));
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AddUntilStep("Wait for compose mode load", () => editor.ChildrenOfType<HitObjectComposer>().FirstOrDefault()?.IsLoaded == true);
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AddStep("Set overall difficulty", () => editorBeatmap.Difficulty.OverallDifficulty = 7);
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AddStep("Set overall difficulty", () => editorBeatmap.Difficulty.OverallDifficulty = 7);
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AddStep("Set artist and title", () =>
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AddStep("Set artist and title", () =>
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{
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{
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@ -45,9 +50,6 @@ namespace osu.Game.Tests.Visual.Editing
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AddStep("Add timing point", () => editorBeatmap.ControlPointInfo.Add(0, new TimingControlPoint()));
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AddStep("Add timing point", () => editorBeatmap.ControlPointInfo.Add(0, new TimingControlPoint()));
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AddStep("Enter compose mode", () => InputManager.Key(Key.F1));
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AddUntilStep("Wait for compose mode load", () => editor.ChildrenOfType<HitObjectComposer>().FirstOrDefault()?.IsLoaded == true);
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AddStep("Change to placement mode", () => InputManager.Key(Key.Number2));
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AddStep("Change to placement mode", () => InputManager.Key(Key.Number2));
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AddStep("Move to playfield", () => InputManager.MoveMouseTo(Game.ScreenSpaceDrawQuad.Centre));
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AddStep("Move to playfield", () => InputManager.MoveMouseTo(Game.ScreenSpaceDrawQuad.Centre));
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AddStep("Place single hitcircle", () => InputManager.Click(MouseButton.Left));
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AddStep("Place single hitcircle", () => InputManager.Click(MouseButton.Left));
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