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Fix remaining test regressions

This commit is contained in:
Dean Herbert 2020-05-22 19:49:49 +09:00
parent ffaec9f9f7
commit 8b79e14225
2 changed files with 3 additions and 5 deletions

View File

@ -7,7 +7,6 @@ using osu.Framework.Bindables;
using osu.Framework.Graphics; using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes; using osu.Framework.Graphics.Shapes;
using osu.Framework.Timing;
using osu.Game.Beatmaps; using osu.Game.Beatmaps;
using osu.Game.Graphics.UserInterface; using osu.Game.Graphics.UserInterface;
using osu.Game.Rulesets.Edit; using osu.Game.Rulesets.Edit;
@ -69,7 +68,7 @@ namespace osu.Game.Tests.Visual.Editing
private IBindable<WorkingBeatmap> beatmap { get; set; } private IBindable<WorkingBeatmap> beatmap { get; set; }
[Resolved] [Resolved]
private IAdjustableClock adjustableClock { get; set; } private EditorClock editorClock { get; set; }
public AudioVisualiser() public AudioVisualiser()
{ {
@ -96,7 +95,7 @@ namespace osu.Game.Tests.Visual.Editing
base.Update(); base.Update();
if (beatmap.Value.Track.IsLoaded) if (beatmap.Value.Track.IsLoaded)
marker.X = (float)(adjustableClock.CurrentTime / beatmap.Value.Track.Length); marker.X = (float)(editorClock.CurrentTime / beatmap.Value.Track.Length);
} }
} }

View File

@ -7,7 +7,6 @@ using osu.Framework.Bindables;
using osu.Framework.Graphics; using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes; using osu.Framework.Graphics.Shapes;
using osu.Framework.Timing;
using osu.Game.Beatmaps; using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints; using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Graphics; using osu.Game.Graphics;
@ -62,7 +61,7 @@ namespace osu.Game.Screens.Edit.Timing
private IBindableList<ControlPointGroup> controlGroups; private IBindableList<ControlPointGroup> controlGroups;
[Resolved] [Resolved]
private IFrameBasedClock clock { get; set; } private EditorClock clock { get; set; }
[Resolved] [Resolved]
protected IBindable<WorkingBeatmap> Beatmap { get; private set; } protected IBindable<WorkingBeatmap> Beatmap { get; private set; }