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Apply NRT to GamepleSampleTriggerSource
tests
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@ -1,8 +1,6 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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#nullable disable
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using System.Linq;
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using NUnit.Framework;
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using osu.Game.Audio;
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@ -20,10 +18,10 @@ namespace osu.Game.Tests.Visual.Gameplay
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{
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public partial class TestSceneGameplaySampleTriggerSource : PlayerTestScene
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{
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private TestGameplaySampleTriggerSource sampleTriggerSource;
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private TestGameplaySampleTriggerSource sampleTriggerSource = null!;
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protected override Ruleset CreatePlayerRuleset() => new OsuRuleset();
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private Beatmap beatmap;
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private Beatmap beatmap = null!;
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protected override IBeatmap CreateBeatmap(RulesetInfo ruleset)
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{
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@ -80,7 +78,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Test]
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public void TestCorrectHitObject()
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{
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HitObjectLifetimeEntry nextObjectEntry = null;
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HitObjectLifetimeEntry? nextObjectEntry = null;
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AddAssert("no alive objects", () => getNextAliveObject() == null);
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@ -103,7 +101,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddUntilStep("hit first hitobject", () =>
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{
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InputManager.Click(MouseButton.Left);
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return nextObjectEntry.Result?.HasResult == true;
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return nextObjectEntry?.Result?.HasResult == true;
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});
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AddAssert("check correct object after hit", () => sampleTriggerSource.GetMostValidObject() == beatmap.HitObjects[1]);
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@ -115,7 +113,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddAssert("check correct object after none alive", () => sampleTriggerSource.GetMostValidObject() == beatmap.HitObjects[3]);
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}
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private DrawableHitObject getNextAliveObject() =>
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private DrawableHitObject? getNextAliveObject() =>
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Player.DrawableRuleset.Playfield.HitObjectContainer.AliveObjects.FirstOrDefault();
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[Test]
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