From abb5dcf678607c7e7347f07ea37fbc4850bbdddb Mon Sep 17 00:00:00 2001 From: smoogipoo Date: Fri, 16 Mar 2018 23:53:46 +0900 Subject: [PATCH] Fix null-refing testcase This would also be fixed with BDL loading children after we're fully loaded ;). --- .../Visual/TestCaseEditorCompose.cs | 37 ++++--------------- 1 file changed, 7 insertions(+), 30 deletions(-) diff --git a/osu.Game.Tests/Visual/TestCaseEditorCompose.cs b/osu.Game.Tests/Visual/TestCaseEditorCompose.cs index edc790e809..945c3c3901 100644 --- a/osu.Game.Tests/Visual/TestCaseEditorCompose.cs +++ b/osu.Game.Tests/Visual/TestCaseEditorCompose.cs @@ -1,51 +1,28 @@ // Copyright (c) 2007-2018 ppy Pty Ltd . // 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; } } }