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Remove unnecessary beatmap field

This commit is contained in:
Bartłomiej Dach 2020-04-28 23:24:21 +02:00
parent 24216b6600
commit 15bbedca87

View File

@ -6,7 +6,6 @@ using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Testing;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
@ -37,17 +36,9 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
TimeRange = { Value = 5000 },
};
private Bindable<WorkingBeatmap> workingBeatmap;
private IEnumerable<TestDrawableTaikoMascot> mascots => this.ChildrenOfType<TestDrawableTaikoMascot>();
private IEnumerable<TaikoPlayfield> playfields => this.ChildrenOfType<TaikoPlayfield>();
[BackgroundDependencyLoader]
private void load(Bindable<WorkingBeatmap> beatmap)
{
workingBeatmap = beatmap;
}
[Test]
public void TestStateTextures()
{
@ -75,7 +66,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
SetContents(() =>
{
var ruleset = new TaikoRuleset();
return new DrawableTaikoRuleset(ruleset, workingBeatmap.Value.GetPlayableBeatmap(ruleset.RulesetInfo));
return new DrawableTaikoRuleset(ruleset, Beatmap.Value.GetPlayableBeatmap(ruleset.RulesetInfo));
});
});
@ -101,16 +92,16 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
{
AddStep("Set beatmap", () => setBeatmap(true));
AddUntilStep("Wait for beatmap to be loaded", () => workingBeatmap.Value.Track.IsLoaded);
AddUntilStep("Wait for beatmap to be loaded", () => Beatmap.Value.Track.IsLoaded);
AddStep("Create kiai ruleset", () =>
{
workingBeatmap.Value.Track.Start();
Beatmap.Value.Track.Start();
SetContents(() =>
{
var ruleset = new TaikoRuleset();
return new DrawableTaikoRuleset(ruleset, workingBeatmap.Value.GetPlayableBeatmap(ruleset.RulesetInfo));
return new DrawableTaikoRuleset(ruleset, Beatmap.Value.GetPlayableBeatmap(ruleset.RulesetInfo));
});
});
@ -133,7 +124,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
if (kiai)
controlPointInfo.Add(0, new EffectControlPoint { KiaiMode = true });
workingBeatmap.Value = CreateWorkingBeatmap(new Beatmap
Beatmap.Value = CreateWorkingBeatmap(new Beatmap
{
HitObjects = new List<HitObject> { new Hit { Type = HitType.Centre } },
BeatmapInfo = new BeatmapInfo