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Add failing test for mod overlay not closing on entering skin editor
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@ -4,6 +4,7 @@
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using System.Linq;
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using System.Linq;
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using NUnit.Framework;
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using NUnit.Framework;
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using osu.Framework.Extensions;
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using osu.Framework.Extensions;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.UserInterface;
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using osu.Framework.Graphics.UserInterface;
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using osu.Framework.Testing;
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using osu.Framework.Testing;
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using osu.Game.Overlays.Settings;
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using osu.Game.Overlays.Settings;
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@ -133,6 +134,16 @@ namespace osu.Game.Tests.Visual.Navigation
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AddAssert("no mod selected", () => !((Player)Game.ScreenStack.CurrentScreen).Mods.Value.Any());
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AddAssert("no mod selected", () => !((Player)Game.ScreenStack.CurrentScreen).Mods.Value.Any());
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}
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}
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[Test]
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public void TestModOverlayClosesOnOpeningSkinEditor()
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{
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advanceToSongSelect();
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AddStep("open mod overlay", () => songSelect.ModSelectOverlay.Show());
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openSkinEditor();
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AddUntilStep("mod overlay closed", () => songSelect.ModSelectOverlay.State.Value == Visibility.Hidden);
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}
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private void switchToGameplayScene()
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private void switchToGameplayScene()
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{
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{
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AddStep("Click gameplay scene button", () => skinEditor.ChildrenOfType<SkinEditorSceneLibrary.SceneButton>().First(b => b.Text == "Gameplay").TriggerClick());
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AddStep("Click gameplay scene button", () => skinEditor.ChildrenOfType<SkinEditorSceneLibrary.SceneButton>().First(b => b.Text == "Gameplay").TriggerClick());
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