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Attempt to fix flaky EditorNavigation
test
Conditionals taken from
f8830c6850/osu.Game/Tests/Visual/EditorTestScene.cs (L61-L62)
where it seemed to resolve other similar cases.
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@ -9,10 +9,12 @@ using osu.Framework.Extensions.ObjectExtensions;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Database;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Mania;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Screens.Edit;
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using osu.Game.Screens.Edit.Components.Timelines.Summary;
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using osu.Game.Screens.Edit.Compose.Components.Timeline;
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using osu.Game.Screens.Edit.GameplayTest;
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using osu.Game.Screens.Select;
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using osu.Game.Tests.Resources;
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@ -38,7 +40,10 @@ namespace osu.Game.Tests.Visual.Editing
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AddStep("switch ruleset", () => Game.Ruleset.Value = new ManiaRuleset().RulesetInfo);
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AddStep("open editor", () => ((PlaySongSelect)Game.ScreenStack.CurrentScreen).Edit(beatmapSet.Beatmaps.First(beatmap => beatmap.Ruleset.OnlineID == 0)));
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AddUntilStep("wait for editor open", () => Game.ScreenStack.CurrentScreen is Editor editor && editor.IsLoaded);
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AddUntilStep("wait for editor open", () => Game.ScreenStack.CurrentScreen is Editor editor
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&& editor.IsLoaded
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&& editor.ChildrenOfType<HitObjectComposer>().FirstOrDefault()?.IsLoaded == true
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&& editor.ChildrenOfType<TimelineArea>().FirstOrDefault()?.IsLoaded == true);
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AddStep("test gameplay", () =>
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{
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var testGameplayButton = this.ChildrenOfType<TestGameplayButton>().Single();
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