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Use test scene beatmap bindable

This commit is contained in:
Craftplacer 2020-04-27 23:17:19 +02:00
parent ece6e2db5c
commit 0972442b3a
2 changed files with 13 additions and 8 deletions

View File

@ -1,6 +1,6 @@
<?xml version="1.0" encoding="UTF-8"?> <?xml version="1.0" encoding="UTF-8"?>
<project version="4"> <project version="4">
<component name="RiderProjectSettingsUpdater"> <component name="RiderProjectSettingsUpdater">
<option name="vcsConfiguration" value="2" /> <option name="vcsConfiguration" value="1" />
</component> </component>
</project> </project>

View File

@ -37,13 +37,18 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
TimeRange = { Value = 5000 }, TimeRange = { Value = 5000 },
}; };
[Cached(typeof(IBindable<WorkingBeatmap>))] private Bindable<WorkingBeatmap> workingBeatmap;
private Bindable<WorkingBeatmap> beatmap = new Bindable<WorkingBeatmap>();
private readonly List<DrawableTaikoMascot> mascots = new List<DrawableTaikoMascot>(); private readonly List<DrawableTaikoMascot> mascots = new List<DrawableTaikoMascot>();
private readonly List<TaikoPlayfield> playfields = new List<TaikoPlayfield>(); private readonly List<TaikoPlayfield> playfields = new List<TaikoPlayfield>();
private readonly List<DrawableTaikoRuleset> rulesets = new List<DrawableTaikoRuleset>(); private readonly List<DrawableTaikoRuleset> rulesets = new List<DrawableTaikoRuleset>();
[BackgroundDependencyLoader]
private void load(Bindable<WorkingBeatmap> beatmap)
{
workingBeatmap = beatmap;
}
[Test] [Test]
public void TestStateTextures() public void TestStateTextures()
{ {
@ -79,7 +84,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
SetContents(() => SetContents(() =>
{ {
var ruleset = new TaikoRuleset(); var ruleset = new TaikoRuleset();
var drawableRuleset = new DrawableTaikoRuleset(ruleset, beatmap.Value.GetPlayableBeatmap(ruleset.RulesetInfo)); var drawableRuleset = new DrawableTaikoRuleset(ruleset, workingBeatmap.Value.GetPlayableBeatmap(ruleset.RulesetInfo));
rulesets.Add(drawableRuleset); rulesets.Add(drawableRuleset);
return drawableRuleset; return drawableRuleset;
}); });
@ -110,17 +115,17 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
{ {
AddStep("Set beatmap", () => setBeatmap(true)); AddStep("Set beatmap", () => setBeatmap(true));
AddUntilStep("Wait for beatmap to be loaded", () => beatmap.Value.Track.IsLoaded); AddUntilStep("Wait for beatmap to be loaded", () => workingBeatmap.Value.Track.IsLoaded);
AddStep("Create kiai ruleset", () => AddStep("Create kiai ruleset", () =>
{ {
beatmap.Value.Track.Start(); workingBeatmap.Value.Track.Start();
rulesets.Clear(); rulesets.Clear();
SetContents(() => SetContents(() =>
{ {
var ruleset = new TaikoRuleset(); var ruleset = new TaikoRuleset();
var drawableRuleset = new DrawableTaikoRuleset(ruleset, beatmap.Value.GetPlayableBeatmap(ruleset.RulesetInfo)); var drawableRuleset = new DrawableTaikoRuleset(ruleset, workingBeatmap.Value.GetPlayableBeatmap(ruleset.RulesetInfo));
rulesets.Add(drawableRuleset); rulesets.Add(drawableRuleset);
return drawableRuleset; return drawableRuleset;
}); });
@ -148,7 +153,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
if (kiai) if (kiai)
controlPointInfo.Add(0, new EffectControlPoint { KiaiMode = true }); controlPointInfo.Add(0, new EffectControlPoint { KiaiMode = true });
beatmap.Value = CreateWorkingBeatmap(new Beatmap workingBeatmap.Value = CreateWorkingBeatmap(new Beatmap
{ {
HitObjects = new List<HitObject> { new Hit { Type = HitType.Centre } }, HitObjects = new List<HitObject> { new Hit { Type = HitType.Centre } },
BeatmapInfo = new BeatmapInfo BeatmapInfo = new BeatmapInfo