diff --git a/osu.Game.Tests/Visual/SongSelect/TestSceneBeatmapCarousel.cs b/osu.Game.Tests/Visual/SongSelect/TestSceneBeatmapCarousel.cs index 8f7d630a19..7623704a4b 100644 --- a/osu.Game.Tests/Visual/SongSelect/TestSceneBeatmapCarousel.cs +++ b/osu.Game.Tests/Visual/SongSelect/TestSceneBeatmapCarousel.cs @@ -834,16 +834,7 @@ namespace osu.Game.Tests.Visual.SongSelect for (int i = 0; i < makeThisManyGroups; i++) { for (int j = 0; j < haveThisManySetsInGroup; j++) - { - var testBeatmap = createTestBeatmapSet(i * haveThisManySetsInGroup + j + 1); - var rulesetID = i % 3; - testBeatmap.Beatmaps.ForEach(b => - { - b.Ruleset = rulesets.AvailableRulesets.ElementAt(rulesetID); - b.RulesetID = rulesetID; - }); - sets.Add(testBeatmap); - } + sets.Add(TestResources.CreateTestBeatmapSetInfo(i * haveThisManySetsInGroup + j + 1)); } loadBeatmaps(sets); @@ -852,7 +843,7 @@ namespace osu.Game.Tests.Visual.SongSelect for (int i = 1; i < makeThisManyGroups; i++) { - var rulesetID = i % 3; + int rulesetID = i % 3; AddStep($"Toggle filter to ruleset {rulesetID}", () => { carousel.Filter(new FilterCriteria { Ruleset = rulesets.AvailableRulesets.ElementAt(rulesetID) }, false); @@ -869,14 +860,7 @@ namespace osu.Game.Tests.Visual.SongSelect for (int i = 1; i <= 40; i++) { - var testBeatmap = createTestBeatmapSet(i); - var rulesetID = (i - 1) / 10; - testBeatmap.Beatmaps.ForEach(b => - { - b.Ruleset = rulesets.AvailableRulesets.ElementAt(rulesetID); - b.RulesetID = rulesetID; - }); - sets.Add(testBeatmap); + sets.Add(TestResources.CreateTestBeatmapSetInfo(i)); } loadBeatmaps(sets); diff --git a/osu.Game/Screens/Select/Carousel/CarouselGroupEagerSelect.cs b/osu.Game/Screens/Select/Carousel/CarouselGroupEagerSelect.cs index 432f795f4c..2c1ccebfab 100644 --- a/osu.Game/Screens/Select/Carousel/CarouselGroupEagerSelect.cs +++ b/osu.Game/Screens/Select/Carousel/CarouselGroupEagerSelect.cs @@ -120,16 +120,16 @@ namespace osu.Game.Screens.Select.Carousel while (true) { // check if a direction has been exhausted and an item (or null) from the other direction should be returned - if (forwardsIndex >= Children.Count) - return Children.Reverse().Skip(Children.Count - backwardsIndex - 1).FirstOrDefault(item => !item.Filtered.Value); + if (forwardsIndex >= Items.Count) + return Items.Reverse().Skip(Items.Count - backwardsIndex - 1).FirstOrDefault(item => !item.Filtered.Value); if (backwardsIndex < 0) - return Children.Skip(forwardsIndex).FirstOrDefault(item => !item.Filtered.Value); + return Items.Skip(forwardsIndex).FirstOrDefault(item => !item.Filtered.Value); // check if an unfiltered item has been reached - if (!Children[forwardsIndex].Filtered.Value) - return Children[forwardsIndex]; - if (!Children[backwardsIndex].Filtered.Value) - return Children[backwardsIndex]; + if (!Items[forwardsIndex].Filtered.Value) + return Items[forwardsIndex]; + if (!Items[backwardsIndex].Filtered.Value) + return Items[backwardsIndex]; // increment the indices forwardsIndex++;