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Fix null-refing testcase

This would also be fixed with BDL loading children after we're fully loaded ;).
This commit is contained in:
smoogipoo 2018-03-16 23:53:46 +09:00
parent 4b83278cf4
commit abb5dcf678

View File

@ -1,51 +1,28 @@
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Timing;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Osu;
using osu.Game.Screens.Edit.Screens.Compose;
using osu.Game.Tests.Beatmaps;
namespace osu.Game.Tests.Visual
{
[TestFixture]
public class TestCaseEditorCompose : OsuTestCase
{
private readonly Random random;
private readonly Compose compose;
public TestCaseEditorCompose()
[BackgroundDependencyLoader]
private void load(OsuGameBase osuGame)
{
random = new Random(1337);
osuGame.Beatmap.Value = new TestWorkingBeatmap(new OsuRuleset().RulesetInfo);
var clock = new DecoupleableInterpolatingFramedClock { IsCoupled = false };
Add(compose = new Compose(clock, clock));
AddStep("Next beatmap", nextBeatmap);
}
private OsuGameBase osuGame;
private BeatmapManager beatmaps;
[BackgroundDependencyLoader]
private void load(OsuGameBase osuGame, BeatmapManager beatmaps)
{
this.osuGame = osuGame;
this.beatmaps = beatmaps;
var compose = new Compose(clock, clock);
compose.Beatmap.BindTo(osuGame.Beatmap);
}
private void nextBeatmap()
{
var sets = beatmaps.GetAllUsableBeatmapSets();
if (sets.Count == 0)
return;
var b = sets[random.Next(0, sets.Count)].Beatmaps[0];
osuGame.Beatmap.Value = beatmaps.GetWorkingBeatmap(b);
Child = compose;
}
}
}