diff --git a/osu.Game.Rulesets.Taiko.Tests/Skinning/TestSceneDrawableTaikoMascot.cs b/osu.Game.Rulesets.Taiko.Tests/Skinning/TestSceneDrawableTaikoMascot.cs index 8f45fec3f9..83bf64eb46 100644 --- a/osu.Game.Rulesets.Taiko.Tests/Skinning/TestSceneDrawableTaikoMascot.cs +++ b/osu.Game.Rulesets.Taiko.Tests/Skinning/TestSceneDrawableTaikoMascot.cs @@ -76,7 +76,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning addJudgement(playfield, HitResult.Miss); }); - AddUntilStep("Wait for fail state", () => mascots.Where(d => d != null).All(d => d.State == TaikoMascotAnimationState.Fail)); + AddUntilStep("Wait for fail state", () => mascots.All(d => d.State == TaikoMascotAnimationState.Fail)); AddStep("Create hit (great)", () => { @@ -84,7 +84,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning addJudgement(playfield, HitResult.Great); }); - AddUntilStep("Wait for idle state", () => mascots.Where(d => d != null).All(d => d.State == TaikoMascotAnimationState.Idle)); + AddUntilStep("Wait for idle state", () => mascots.All(d => d.State == TaikoMascotAnimationState.Idle)); } [Test] @@ -105,7 +105,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning }); }); - AddUntilStep("Wait for fail state", () => mascots.Where(d => d != null).All(d => d.State == TaikoMascotAnimationState.Fail)); + AddUntilStep("Wait for fail state", () => mascots.All(d => d.State == TaikoMascotAnimationState.Fail)); AddStep("Create hit (great)", () => { @@ -113,7 +113,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning addJudgement(playfield, HitResult.Great); }); - AddUntilStep("Wait for kiai state", () => mascots.Where(d => d != null).All(d => d.State == TaikoMascotAnimationState.Kiai)); + AddUntilStep("Wait for kiai state", () => mascots.All(d => d.State == TaikoMascotAnimationState.Kiai)); } private void setBeatmap(bool kiai = false)