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Cache gameplay clock in more places to fix song progress related tests
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parent
ef29de9971
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@ -8,6 +8,7 @@ using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Testing;
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using osu.Framework.Testing;
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using osu.Framework.Timing;
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using osu.Game.Configuration;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu;
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@ -34,6 +35,9 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Cached]
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[Cached]
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private GameplayState gameplayState = new GameplayState(new TestBeatmap(new OsuRuleset().RulesetInfo), new OsuRuleset());
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private GameplayState gameplayState = new GameplayState(new TestBeatmap(new OsuRuleset().RulesetInfo), new OsuRuleset());
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[Cached]
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private readonly GameplayClock gameplayClock = new GameplayClock(new FramedClock());
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// best way to check without exposing.
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// best way to check without exposing.
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private Drawable hideTarget => hudOverlay.KeyCounter;
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private Drawable hideTarget => hudOverlay.KeyCounter;
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private FillFlowContainer<KeyCounter> keyCounterFlow => hudOverlay.KeyCounter.ChildrenOfType<FillFlowContainer<KeyCounter>>().First();
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private FillFlowContainer<KeyCounter> keyCounterFlow => hudOverlay.KeyCounter.ChildrenOfType<FillFlowContainer<KeyCounter>>().First();
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@ -5,6 +5,7 @@ using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Testing;
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using osu.Framework.Testing;
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using osu.Framework.Timing;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Scoring;
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@ -26,6 +27,9 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Cached]
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[Cached]
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private GameplayState gameplayState = new GameplayState(new TestBeatmap(new OsuRuleset().RulesetInfo), new OsuRuleset());
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private GameplayState gameplayState = new GameplayState(new TestBeatmap(new OsuRuleset().RulesetInfo), new OsuRuleset());
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[Cached]
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private readonly GameplayClock gameplayClock = new GameplayClock(new FramedClock());
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[SetUpSteps]
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[SetUpSteps]
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public void SetUpSteps()
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public void SetUpSteps()
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{
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{
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@ -10,6 +10,7 @@ using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Testing;
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using osu.Framework.Testing;
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using osu.Framework.Timing;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu;
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@ -33,6 +34,9 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Cached]
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[Cached]
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private GameplayState gameplayState = new GameplayState(new TestBeatmap(new OsuRuleset().RulesetInfo), new OsuRuleset());
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private GameplayState gameplayState = new GameplayState(new TestBeatmap(new OsuRuleset().RulesetInfo), new OsuRuleset());
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[Cached]
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private readonly GameplayClock gameplayClock = new GameplayClock(new FramedClock());
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private IEnumerable<HUDOverlay> hudOverlays => CreatedDrawables.OfType<HUDOverlay>();
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private IEnumerable<HUDOverlay> hudOverlays => CreatedDrawables.OfType<HUDOverlay>();
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// best way to check without exposing.
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// best way to check without exposing.
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