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Apply NRT to TestSceneBeatmapSkinFallbacks
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@ -1,13 +1,12 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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#nullable disable
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using System;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Lists;
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using osu.Framework.Testing;
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using osu.Framework.Timing;
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@ -28,10 +27,10 @@ namespace osu.Game.Tests.Visual.Gameplay
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{
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public partial class TestSceneBeatmapSkinFallbacks : OsuPlayerTestScene
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{
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private ISkin currentBeatmapSkin;
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private ISkin currentBeatmapSkin = null!;
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[Resolved]
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private SkinManager skinManager { get; set; }
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private SkinManager skinManager { get; set; } = null!;
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protected override bool HasCustomSteps => true;
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@ -65,7 +64,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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var actualInfo = actualComponentsContainer.CreateSkinnableInfo();
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var expectedComponentsContainer = (DefaultSkinComponentsContainer)expectedSource.GetDrawableComponent(new GlobalSkinComponentLookup(target));
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var expectedComponentsContainer = expectedSource.GetDrawableComponent(new GlobalSkinComponentLookup(target)) as Container;
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if (expectedComponentsContainer == null)
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return false;
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@ -92,7 +91,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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return almostEqual(actualInfo, expectedInfo);
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}
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private static bool almostEqual(SkinnableInfo info, SkinnableInfo other) =>
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private static bool almostEqual(SkinnableInfo info, SkinnableInfo? other) =>
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other != null
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&& info.Type == other.Type
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&& info.Anchor == other.Anchor
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@ -102,7 +101,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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&& Precision.AlmostEquals(info.Rotation, other.Rotation)
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&& info.Children.SequenceEqual(other.Children, new FuncEqualityComparer<SkinnableInfo>(almostEqual));
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protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, Storyboard storyboard = null)
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protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, Storyboard? storyboard = null)
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=> new CustomSkinWorkingBeatmap(beatmap, storyboard, Clock, Audio, currentBeatmapSkin);
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protected override Ruleset CreatePlayerRuleset() => new TestOsuRuleset();
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@ -111,7 +110,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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{
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private readonly ISkin beatmapSkin;
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public CustomSkinWorkingBeatmap(IBeatmap beatmap, Storyboard storyboard, IFrameBasedClock referenceClock, AudioManager audio, ISkin beatmapSkin)
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public CustomSkinWorkingBeatmap(IBeatmap beatmap, Storyboard? storyboard, IFrameBasedClock referenceClock, AudioManager audio, ISkin beatmapSkin)
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: base(beatmap, storyboard, referenceClock, audio)
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{
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this.beatmapSkin = beatmapSkin;
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