mirror of
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Merge branch 'master' into brace-escaping-in-links
This commit is contained in:
commit
1aead3cda8
@ -60,7 +60,7 @@
|
||||
<Reference Include="Java.Interop" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<PackageReference Include="ppy.osu.Game.Resources" Version="2019.903.1" />
|
||||
<PackageReference Include="ppy.osu.Game.Resources" Version="2019.904.0" />
|
||||
<PackageReference Include="ppy.osu.Framework.Android" Version="2019.830.1" />
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
|
@ -86,7 +86,7 @@ namespace osu.Game.Rulesets.Catch.Tests
|
||||
{
|
||||
switch (component.LookupName)
|
||||
{
|
||||
case "Gameplay/Catch/fruit-catcher-idle":
|
||||
case "Gameplay/catch/fruit-catcher-idle":
|
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return new CatcherCustomSkin();
|
||||
}
|
||||
|
||||
|
@ -5,6 +5,7 @@ using System;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Beatmaps.ControlPoints;
|
||||
using osu.Game.Rulesets.Judgements;
|
||||
using osu.Game.Rulesets.Objects;
|
||||
using osu.Game.Rulesets.Osu.Judgements;
|
||||
|
||||
namespace osu.Game.Rulesets.Osu.Objects
|
||||
@ -28,5 +29,7 @@ namespace osu.Game.Rulesets.Osu.Objects
|
||||
}
|
||||
|
||||
public override Judgement CreateJudgement() => new OsuJudgement();
|
||||
|
||||
protected override HitWindows CreateHitWindows() => null;
|
||||
}
|
||||
}
|
||||
|
@ -23,5 +23,7 @@ namespace osu.Game.Rulesets.Osu.Objects
|
||||
}
|
||||
|
||||
public override Judgement CreateJudgement() => new OsuSliderTailJudgement();
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||||
|
||||
protected override HitWindows CreateHitWindows() => null;
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||||
}
|
||||
}
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||||
|
@ -143,7 +143,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
|
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// Normal and clap samples are handled by the drum
|
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protected override IEnumerable<HitSampleInfo> GetSamples() => HitObject.Samples.Where(s => s.Name != HitSampleInfo.HIT_NORMAL && s.Name != HitSampleInfo.HIT_CLAP);
|
||||
|
||||
protected override string SampleNamespace => "Taiko";
|
||||
protected override string SampleNamespace => "taiko";
|
||||
|
||||
protected virtual TaikoPiece CreateMainPiece() => new CirclePiece();
|
||||
|
||||
|
@ -132,10 +132,10 @@ namespace osu.Game.Rulesets.Taiko.UI
|
||||
[BackgroundDependencyLoader]
|
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private void load(TextureStore textures, OsuColour colours)
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||||
{
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rim.Texture = textures.Get(@"Gameplay/Taiko/taiko-drum-outer");
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rimHit.Texture = textures.Get(@"Gameplay/Taiko/taiko-drum-outer-hit");
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||||
centre.Texture = textures.Get(@"Gameplay/Taiko/taiko-drum-inner");
|
||||
centreHit.Texture = textures.Get(@"Gameplay/Taiko/taiko-drum-inner-hit");
|
||||
rim.Texture = textures.Get(@"Gameplay/taiko/taiko-drum-outer");
|
||||
rimHit.Texture = textures.Get(@"Gameplay/taiko/taiko-drum-outer-hit");
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centre.Texture = textures.Get(@"Gameplay/taiko/taiko-drum-inner");
|
||||
centreHit.Texture = textures.Get(@"Gameplay/taiko/taiko-drum-inner-hit");
|
||||
|
||||
rimHit.Colour = colours.Blue;
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||||
centreHit.Colour = colours.Pink;
|
||||
|
@ -3,12 +3,13 @@
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.ComponentModel;
|
||||
using System.Linq;
|
||||
using NUnit.Framework;
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using osu.Framework.Allocation;
|
||||
using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
|
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using osu.Framework.Logging;
|
||||
using osu.Game.Graphics.UserInterface;
|
||||
using osu.Game.Input.Bindings;
|
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using osu.Game.Screens.Play;
|
||||
using osuTK;
|
||||
@ -16,7 +17,7 @@ using osuTK.Input;
|
||||
|
||||
namespace osu.Game.Tests.Visual.Gameplay
|
||||
{
|
||||
[Description("player pause/fail screens")]
|
||||
[System.ComponentModel.Description("player pause/fail screens")]
|
||||
public class TestSceneGameplayMenuOverlay : ManualInputManagerTestScene
|
||||
{
|
||||
public override IReadOnlyList<Type> RequiredTypes => new[] { typeof(FailOverlay), typeof(PauseOverlay) };
|
||||
@ -29,9 +30,13 @@ namespace osu.Game.Tests.Visual.Gameplay
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(OsuGameBase game)
|
||||
{
|
||||
Child = globalActionContainer = new GlobalActionContainer(game)
|
||||
Child = globalActionContainer = new GlobalActionContainer(game);
|
||||
}
|
||||
|
||||
[SetUp]
|
||||
public void SetUp() => Schedule(() =>
|
||||
{
|
||||
Children = new Drawable[]
|
||||
globalActionContainer.Children = new Drawable[]
|
||||
{
|
||||
pauseOverlay = new PauseOverlay
|
||||
{
|
||||
@ -45,41 +50,98 @@ namespace osu.Game.Tests.Visual.Gameplay
|
||||
OnRetry = () => Logger.Log(@"Retry"),
|
||||
OnQuit = () => Logger.Log(@"Quit"),
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
InputManager.MoveMouseTo(Vector2.Zero);
|
||||
});
|
||||
|
||||
[Test]
|
||||
public void TestAdjustRetryCount()
|
||||
{
|
||||
showOverlay();
|
||||
|
||||
var retryCount = 0;
|
||||
|
||||
AddStep("Add retry", () =>
|
||||
AddRepeatStep("Add retry", () =>
|
||||
{
|
||||
retryCount++;
|
||||
pauseOverlay.Retries = failOverlay.Retries = retryCount;
|
||||
});
|
||||
}, 10);
|
||||
}
|
||||
|
||||
AddToggleStep("Toggle pause overlay", t => pauseOverlay.ToggleVisibility());
|
||||
AddToggleStep("Toggle fail overlay", t => failOverlay.ToggleVisibility());
|
||||
/// <summary>
|
||||
/// Tests that pressing enter after an overlay shows doesn't trigger an event because a selection hasn't occurred.
|
||||
/// </summary>
|
||||
[Test]
|
||||
public void TestEnterWithoutSelection()
|
||||
{
|
||||
showOverlay();
|
||||
|
||||
testHideResets();
|
||||
AddStep("Press select", () => press(GlobalAction.Select));
|
||||
AddAssert("Overlay still open", () => pauseOverlay.State.Value == Visibility.Visible);
|
||||
}
|
||||
|
||||
testEnterWithoutSelection();
|
||||
testKeyUpFromInitial();
|
||||
testKeyDownFromInitial();
|
||||
testKeyUpWrapping();
|
||||
testKeyDownWrapping();
|
||||
/// <summary>
|
||||
/// Tests that pressing the up arrow from the initial state selects the last button.
|
||||
/// </summary>
|
||||
[Test]
|
||||
public void TestKeyUpFromInitial()
|
||||
{
|
||||
showOverlay();
|
||||
|
||||
testMouseSelectionAfterKeySelection();
|
||||
testKeySelectionAfterMouseSelection();
|
||||
AddStep("Up arrow", () => press(Key.Up));
|
||||
AddAssert("Last button selected", () => pauseOverlay.Buttons.Last().Selected.Value);
|
||||
}
|
||||
|
||||
testMouseDeselectionResets();
|
||||
/// <summary>
|
||||
/// Tests that pressing the down arrow from the initial state selects the first button.
|
||||
/// </summary>
|
||||
[Test]
|
||||
public void TestKeyDownFromInitial()
|
||||
{
|
||||
showOverlay();
|
||||
|
||||
testClickSelection();
|
||||
testEnterKeySelection();
|
||||
AddStep("Down arrow", () => press(Key.Down));
|
||||
AddAssert("First button selected", () => getButton(0).Selected.Value);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tests that pressing the up arrow repeatedly causes the selected button to wrap correctly.
|
||||
/// </summary>
|
||||
[Test]
|
||||
public void TestKeyUpWrapping()
|
||||
{
|
||||
AddStep("Show overlay", () => failOverlay.Show());
|
||||
|
||||
AddStep("Up arrow", () => press(Key.Up));
|
||||
AddAssert("Last button selected", () => failOverlay.Buttons.Last().Selected.Value);
|
||||
AddStep("Up arrow", () => press(Key.Up));
|
||||
AddAssert("First button selected", () => failOverlay.Buttons.First().Selected.Value);
|
||||
AddStep("Up arrow", () => press(Key.Up));
|
||||
AddAssert("Last button selected", () => failOverlay.Buttons.Last().Selected.Value);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tests that pressing the down arrow repeatedly causes the selected button to wrap correctly.
|
||||
/// </summary>
|
||||
[Test]
|
||||
public void TestKeyDownWrapping()
|
||||
{
|
||||
AddStep("Show overlay", () => failOverlay.Show());
|
||||
|
||||
AddStep("Down arrow", () => press(Key.Down));
|
||||
AddAssert("First button selected", () => failOverlay.Buttons.First().Selected.Value);
|
||||
AddStep("Down arrow", () => press(Key.Down));
|
||||
AddAssert("Last button selected", () => failOverlay.Buttons.Last().Selected.Value);
|
||||
AddStep("Down arrow", () => press(Key.Down));
|
||||
AddAssert("First button selected", () => failOverlay.Buttons.First().Selected.Value);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Test that hiding the overlay after hovering a button will reset the overlay to the initial state with no buttons selected.
|
||||
/// </summary>
|
||||
private void testHideResets()
|
||||
[Test]
|
||||
public void TestHideResets()
|
||||
{
|
||||
AddStep("Show overlay", () => failOverlay.Show());
|
||||
|
||||
@ -90,141 +152,73 @@ namespace osu.Game.Tests.Visual.Gameplay
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tests that pressing enter after an overlay shows doesn't trigger an event because a selection hasn't occurred.
|
||||
/// Tests that entering menu with cursor initially on button selects it.
|
||||
/// </summary>
|
||||
private void testEnterWithoutSelection()
|
||||
[Test]
|
||||
public void TestInitialButtonHover()
|
||||
{
|
||||
AddStep("Show overlay", () => pauseOverlay.Show());
|
||||
showOverlay();
|
||||
|
||||
AddStep("Press select", () => press(GlobalAction.Select));
|
||||
AddAssert("Overlay still open", () => pauseOverlay.State.Value == Visibility.Visible);
|
||||
AddStep("Hover first button", () => InputManager.MoveMouseTo(getButton(0)));
|
||||
|
||||
AddStep("Hide overlay", () => pauseOverlay.Hide());
|
||||
}
|
||||
showOverlay();
|
||||
|
||||
/// <summary>
|
||||
/// Tests that pressing the up arrow from the initial state selects the last button.
|
||||
/// </summary>
|
||||
private void testKeyUpFromInitial()
|
||||
{
|
||||
AddStep("Show overlay", () => pauseOverlay.Show());
|
||||
|
||||
AddStep("Up arrow", () => press(Key.Up));
|
||||
AddAssert("Last button selected", () => pauseOverlay.Buttons.Last().Selected.Value);
|
||||
|
||||
AddStep("Hide overlay", () => pauseOverlay.Hide());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tests that pressing the down arrow from the initial state selects the first button.
|
||||
/// </summary>
|
||||
private void testKeyDownFromInitial()
|
||||
{
|
||||
AddStep("Show overlay", () => pauseOverlay.Show());
|
||||
|
||||
AddStep("Down arrow", () => press(Key.Down));
|
||||
AddAssert("First button selected", () => pauseOverlay.Buttons.First().Selected.Value);
|
||||
|
||||
AddStep("Hide overlay", () => pauseOverlay.Hide());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tests that pressing the up arrow repeatedly causes the selected button to wrap correctly.
|
||||
/// </summary>
|
||||
private void testKeyUpWrapping()
|
||||
{
|
||||
AddStep("Show overlay", () => failOverlay.Show());
|
||||
|
||||
AddStep("Up arrow", () => press(Key.Up));
|
||||
AddAssert("Last button selected", () => failOverlay.Buttons.Last().Selected.Value);
|
||||
AddStep("Up arrow", () => press(Key.Up));
|
||||
AddAssert("First button selected", () => failOverlay.Buttons.First().Selected.Value);
|
||||
AddStep("Up arrow", () => press(Key.Up));
|
||||
AddAssert("Last button selected", () => failOverlay.Buttons.Last().Selected.Value);
|
||||
|
||||
AddStep("Hide overlay", () => failOverlay.Hide());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tests that pressing the down arrow repeatedly causes the selected button to wrap correctly.
|
||||
/// </summary>
|
||||
private void testKeyDownWrapping()
|
||||
{
|
||||
AddStep("Show overlay", () => failOverlay.Show());
|
||||
|
||||
AddStep("Down arrow", () => press(Key.Down));
|
||||
AddAssert("First button selected", () => failOverlay.Buttons.First().Selected.Value);
|
||||
AddStep("Down arrow", () => press(Key.Down));
|
||||
AddAssert("Last button selected", () => failOverlay.Buttons.Last().Selected.Value);
|
||||
AddStep("Down arrow", () => press(Key.Down));
|
||||
AddAssert("First button selected", () => failOverlay.Buttons.First().Selected.Value);
|
||||
|
||||
AddStep("Hide overlay", () => failOverlay.Hide());
|
||||
AddAssert("First button selected", () => getButton(0).Selected.Value);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tests that hovering a button that was previously selected with the keyboard correctly selects the new button and deselects the previous button.
|
||||
/// </summary>
|
||||
private void testMouseSelectionAfterKeySelection()
|
||||
[Test]
|
||||
public void TestMouseSelectionAfterKeySelection()
|
||||
{
|
||||
AddStep("Show overlay", () => pauseOverlay.Show());
|
||||
|
||||
var secondButton = pauseOverlay.Buttons.Skip(1).First();
|
||||
showOverlay();
|
||||
|
||||
AddStep("Down arrow", () => press(Key.Down));
|
||||
AddStep("Hover second button", () => InputManager.MoveMouseTo(secondButton));
|
||||
AddAssert("First button not selected", () => !pauseOverlay.Buttons.First().Selected.Value);
|
||||
AddAssert("Second button selected", () => secondButton.Selected.Value);
|
||||
|
||||
AddStep("Hide overlay", () => pauseOverlay.Hide());
|
||||
AddStep("Hover second button", () => InputManager.MoveMouseTo(getButton(1)));
|
||||
AddAssert("First button not selected", () => !getButton(0).Selected.Value);
|
||||
AddAssert("Second button selected", () => getButton(1).Selected.Value);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tests that pressing a key after selecting a button with a hover event correctly selects a new button and deselects the previous button.
|
||||
/// </summary>
|
||||
private void testKeySelectionAfterMouseSelection()
|
||||
[Test]
|
||||
public void TestKeySelectionAfterMouseSelection()
|
||||
{
|
||||
AddStep("Show overlay", () =>
|
||||
{
|
||||
pauseOverlay.Show();
|
||||
InputManager.MoveMouseTo(Vector2.Zero);
|
||||
});
|
||||
|
||||
var secondButton = pauseOverlay.Buttons.Skip(1).First();
|
||||
|
||||
AddStep("Hover second button", () => InputManager.MoveMouseTo(secondButton));
|
||||
AddStep("Hover second button", () => InputManager.MoveMouseTo(getButton(1)));
|
||||
AddStep("Up arrow", () => press(Key.Up));
|
||||
AddAssert("Second button not selected", () => !secondButton.Selected.Value);
|
||||
AddAssert("First button selected", () => pauseOverlay.Buttons.First().Selected.Value);
|
||||
|
||||
AddStep("Hide overlay", () => pauseOverlay.Hide());
|
||||
AddAssert("Second button not selected", () => !getButton(1).Selected.Value);
|
||||
AddAssert("First button selected", () => getButton(0).Selected.Value);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tests that deselecting with the mouse by losing hover will reset the overlay to the initial state.
|
||||
/// </summary>
|
||||
private void testMouseDeselectionResets()
|
||||
[Test]
|
||||
public void TestMouseDeselectionResets()
|
||||
{
|
||||
AddStep("Show overlay", () => pauseOverlay.Show());
|
||||
showOverlay();
|
||||
|
||||
var secondButton = pauseOverlay.Buttons.Skip(1).First();
|
||||
|
||||
AddStep("Hover second button", () => InputManager.MoveMouseTo(secondButton));
|
||||
AddStep("Hover second button", () => InputManager.MoveMouseTo(getButton(1)));
|
||||
AddStep("Unhover second button", () => InputManager.MoveMouseTo(Vector2.Zero));
|
||||
AddStep("Down arrow", () => press(Key.Down));
|
||||
AddAssert("First button selected", () => pauseOverlay.Buttons.First().Selected.Value); // Initial state condition
|
||||
|
||||
AddStep("Hide overlay", () => pauseOverlay.Hide());
|
||||
AddAssert("First button selected", () => getButton(0).Selected.Value); // Initial state condition
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tests that clicking on a button correctly causes a click event for that button.
|
||||
/// </summary>
|
||||
private void testClickSelection()
|
||||
[Test]
|
||||
public void TestClickSelection()
|
||||
{
|
||||
AddStep("Show overlay", () => pauseOverlay.Show());
|
||||
|
||||
var retryButton = pauseOverlay.Buttons.Skip(1).First();
|
||||
showOverlay();
|
||||
|
||||
bool triggered = false;
|
||||
AddStep("Click retry button", () =>
|
||||
@ -232,7 +226,7 @@ namespace osu.Game.Tests.Visual.Gameplay
|
||||
var lastAction = pauseOverlay.OnRetry;
|
||||
pauseOverlay.OnRetry = () => triggered = true;
|
||||
|
||||
retryButton.Click();
|
||||
getButton(1).Click();
|
||||
pauseOverlay.OnRetry = lastAction;
|
||||
});
|
||||
|
||||
@ -243,9 +237,10 @@ namespace osu.Game.Tests.Visual.Gameplay
|
||||
/// <summary>
|
||||
/// Tests that pressing the enter key with a button selected correctly causes a click event for that button.
|
||||
/// </summary>
|
||||
private void testEnterKeySelection()
|
||||
[Test]
|
||||
public void TestEnterKeySelection()
|
||||
{
|
||||
AddStep("Show overlay", () => pauseOverlay.Show());
|
||||
showOverlay();
|
||||
|
||||
AddStep("Select second button", () =>
|
||||
{
|
||||
@ -275,6 +270,10 @@ namespace osu.Game.Tests.Visual.Gameplay
|
||||
AddAssert("Overlay is closed", () => pauseOverlay.State.Value == Visibility.Hidden);
|
||||
}
|
||||
|
||||
private void showOverlay() => AddStep("Show overlay", () => pauseOverlay.Show());
|
||||
|
||||
private DialogButton getButton(int index) => pauseOverlay.Buttons.Skip(index).First();
|
||||
|
||||
private void press(Key key)
|
||||
{
|
||||
InputManager.PressKey(key);
|
||||
|
@ -34,12 +34,12 @@ namespace osu.Game.Graphics.UserInterface
|
||||
this.buttons = buttons ?? new[] { MouseButton.Left };
|
||||
}
|
||||
|
||||
protected override bool OnMouseUp(MouseUpEvent e)
|
||||
protected override bool OnClick(ClickEvent e)
|
||||
{
|
||||
if (buttons.Contains(e.Button) && Contains(e.ScreenSpaceMousePosition))
|
||||
sampleClick?.Play();
|
||||
|
||||
return base.OnMouseUp(e);
|
||||
return base.OnClick(e);
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
|
@ -304,8 +304,6 @@ namespace osu.Game.Screens.Play
|
||||
|
||||
private class Button : DialogButton
|
||||
{
|
||||
protected override bool OnHover(HoverEvent e) => true;
|
||||
|
||||
protected override bool OnMouseMove(MouseMoveEvent e)
|
||||
{
|
||||
Selected.Value = true;
|
||||
|
@ -14,7 +14,7 @@
|
||||
<PackageReference Include="Microsoft.EntityFrameworkCore.Sqlite" Version="2.2.6" />
|
||||
<PackageReference Include="Microsoft.EntityFrameworkCore.Sqlite.Core" Version="2.2.6" />
|
||||
<PackageReference Include="Newtonsoft.Json" Version="12.0.2" />
|
||||
<PackageReference Include="ppy.osu.Game.Resources" Version="2019.903.1" />
|
||||
<PackageReference Include="ppy.osu.Game.Resources" Version="2019.904.0" />
|
||||
<PackageReference Include="ppy.osu.Framework" Version="2019.830.1" />
|
||||
<PackageReference Include="SharpCompress" Version="0.24.0" />
|
||||
<PackageReference Include="NUnit" Version="3.12.0" />
|
||||
|
@ -117,7 +117,7 @@
|
||||
<PackageReference Include="Microsoft.EntityFrameworkCore.Sqlite" Version="2.2.1" />
|
||||
<PackageReference Include="Microsoft.EntityFrameworkCore.Sqlite.Core" Version="2.2.1" />
|
||||
<PackageReference Include="Newtonsoft.Json" Version="12.0.1" />
|
||||
<PackageReference Include="ppy.osu.Game.Resources" Version="2019.903.1" />
|
||||
<PackageReference Include="ppy.osu.Game.Resources" Version="2019.904.0" />
|
||||
<PackageReference Include="ppy.osu.Framework" Version="2019.830.1" />
|
||||
<PackageReference Include="ppy.osu.Framework.iOS" Version="2019.830.1" />
|
||||
<PackageReference Include="SharpCompress" Version="0.24.0" />
|
||||
|
Loading…
Reference in New Issue
Block a user