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Remove bindable-disabling logic and don't tie immediately to CreateRuleset()

This commit is contained in:
Salman Ahmed 2020-06-04 00:44:28 +03:00
parent bbad70c3f0
commit c72592c52c
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@ -72,22 +72,7 @@ namespace osu.Game.Tests.Visual
Beatmap.SetDefault();
Ruleset = Dependencies.Ruleset;
var definedRuleset = CreateRuleset()?.RulesetInfo;
if (definedRuleset != null)
{
// re-enable the bindable in case it was disabled.
// happens when restarting current test scene.
Ruleset.Disabled = false;
// Set global ruleset bindable to the ruleset defined
// for this test scene and disallow changing it.
Ruleset.Value = definedRuleset;
Ruleset.Disabled = true;
}
else
Ruleset.SetDefault();
Ruleset.SetDefault();
SelectedMods = Dependencies.Mods;
SelectedMods.SetDefault();
@ -145,7 +130,7 @@ namespace osu.Game.Tests.Visual
/// Creates the ruleset to be used for this test scene.
/// </summary>
/// <remarks>
/// When testing against ruleset-specific components, this method must be overriden to their ruleset.
/// When testing against ruleset-specific components, this method must be overriden to their corresponding ruleset.
/// </remarks>
[CanBeNull]
protected virtual Ruleset CreateRuleset() => null;