diff --git a/osu.Game.Rulesets.Taiko.Tests/Skinning/TestSceneDrawableTaikoMascot.cs b/osu.Game.Rulesets.Taiko.Tests/Skinning/TestSceneDrawableTaikoMascot.cs index ae7dc71cc9..8f45fec3f9 100644 --- a/osu.Game.Rulesets.Taiko.Tests/Skinning/TestSceneDrawableTaikoMascot.cs +++ b/osu.Game.Rulesets.Taiko.Tests/Skinning/TestSceneDrawableTaikoMascot.cs @@ -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; - private IEnumerable mascots => this.ChildrenOfType(); private IEnumerable playfields => this.ChildrenOfType(); - [BackgroundDependencyLoader] - private void load(Bindable 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 { new Hit { Type = HitType.Centre } }, BeatmapInfo = new BeatmapInfo