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Separate ruleset changing tests into their own method.
Add small clarification for edge colouring in visibility test
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@ -39,22 +39,25 @@ namespace osu.Game.Tests.Visual.SongSelect
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Add(infoWedge = new TestBeatmapInfoWedgeV2
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{
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State = { Value = Visibility.Visible },
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Width = 0.6f,
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RelativeSizeAxes = Axes.X,
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Margin = new MarginPadding { Top = 20 }
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});
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AddStep("show", () => infoWedge.Show());
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selectBeatmap(Beatmap.Value.Beatmap);
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AddWaitStep("wait for select", 3);
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AddSliderStep("change star difficulty", 0, 11.9, 5.55, v =>
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{
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foreach (var hasCurrentValue in infoWedge.Info.ChildrenOfType<IHasCurrentValue<StarDifficulty>>())
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hasCurrentValue.Current.Value = new StarDifficulty(v, 0);
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});
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}
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[Test]
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public void TestRulesetChange()
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{
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selectBeatmap(Beatmap.Value.Beatmap);
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AddWaitStep("wait for select", 3);
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foreach (var rulesetInfo in rulesets.AvailableRulesets)
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{
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@ -74,6 +77,8 @@ namespace osu.Game.Tests.Visual.SongSelect
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[Test]
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public void TestWedgeVisibility()
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{
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// Mostly just in case someone runs this test before others,
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// leading to the shadow being very hard to see if it is black
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AddStep("Make shadow red for test visibility", () =>
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{
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infoWedge.EdgeEffect = new EdgeEffectParameters
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