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Remove unnecessary beatmap field
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24216b6600
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@ -6,7 +6,6 @@ using System.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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@ -37,17 +36,9 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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TimeRange = { Value = 5000 },
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};
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private Bindable<WorkingBeatmap> workingBeatmap;
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private IEnumerable<TestDrawableTaikoMascot> mascots => this.ChildrenOfType<TestDrawableTaikoMascot>();
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private IEnumerable<TaikoPlayfield> playfields => this.ChildrenOfType<TaikoPlayfield>();
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[BackgroundDependencyLoader]
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private void load(Bindable<WorkingBeatmap> beatmap)
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{
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workingBeatmap = beatmap;
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}
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[Test]
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public void TestStateTextures()
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{
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@ -75,7 +66,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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SetContents(() =>
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{
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var ruleset = new TaikoRuleset();
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return new DrawableTaikoRuleset(ruleset, workingBeatmap.Value.GetPlayableBeatmap(ruleset.RulesetInfo));
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return new DrawableTaikoRuleset(ruleset, Beatmap.Value.GetPlayableBeatmap(ruleset.RulesetInfo));
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});
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});
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@ -101,16 +92,16 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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{
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AddStep("Set beatmap", () => setBeatmap(true));
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AddUntilStep("Wait for beatmap to be loaded", () => workingBeatmap.Value.Track.IsLoaded);
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AddUntilStep("Wait for beatmap to be loaded", () => Beatmap.Value.Track.IsLoaded);
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AddStep("Create kiai ruleset", () =>
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{
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workingBeatmap.Value.Track.Start();
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Beatmap.Value.Track.Start();
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SetContents(() =>
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{
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var ruleset = new TaikoRuleset();
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return new DrawableTaikoRuleset(ruleset, workingBeatmap.Value.GetPlayableBeatmap(ruleset.RulesetInfo));
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return new DrawableTaikoRuleset(ruleset, Beatmap.Value.GetPlayableBeatmap(ruleset.RulesetInfo));
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});
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});
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@ -133,7 +124,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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if (kiai)
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controlPointInfo.Add(0, new EffectControlPoint { KiaiMode = true });
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workingBeatmap.Value = CreateWorkingBeatmap(new Beatmap
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Beatmap.Value = CreateWorkingBeatmap(new Beatmap
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{
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HitObjects = new List<HitObject> { new Hit { Type = HitType.Centre } },
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BeatmapInfo = new BeatmapInfo
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