Dan Balasescu
f8830c6850
Automated #nullable processing
2022-06-17 16:37:17 +09:00
Salman Ahmed
077c77d524
Add method for scaling results screen in tests
2022-05-08 16:00:07 +03:00
Dean Herbert
8b1cee75fa
Use BindableLong
instead of BindableInt
for user score tracking
2022-04-12 14:13:07 +09:00
Dan Balasescu
bdc3b76df0
Remove beatmap bindable from PlaylistItem
2022-02-15 23:50:08 +09:00
Dean Herbert
213d89b479
Update null fallback cases involving OnlineID
2022-01-12 16:39:36 +09:00
Dean Herbert
309290a3c9
Use new method in more places that can benefit from it
2021-12-13 16:56:43 +09:00
Dean Herbert
dbb08f7d46
Use OnlineID
for set operations
2021-12-10 16:11:48 +09:00
Dean Herbert
b1f3e98045
Fix incorrect usage of ID
in TestSceneMultiplayerResults
2021-11-24 13:05:51 +09:00
Dean Herbert
0ecf5f201c
Rename User
to APIUser
and move to correct namespace
2021-11-07 11:26:01 +09:00
Dean Herbert
853cf6feaa
Rename last remaining BeatmapInfo Beatmap
usage
2021-10-04 17:35:53 +09:00
Bartłomiej Dach
2e9ab78275
Split test scene into two to follow class split
2021-08-13 21:30:26 +02:00
Bartłomiej Dach
53b4cdfb02
Handle ties in team vs. results screen
2021-08-12 20:38:24 +02:00
Bartłomiej Dach
d9190607e4
Add test coverage for both teams winning
2021-08-12 20:21:53 +02:00
Bartłomiej Dach
f06f13215b
Split off multiplayer team results screen to separate class
...
The previous version tried to keep both normal multiplayer and team
multiplayer results as one screen, but didn't check that team-specific
components aren't null in `LoadComplete()`.
To decrease number of conditional, split off the team results screen to
a separate implementation, and choose one or the other at push time in
`MultiplayerPlayer`, depending on team count.
2021-08-12 20:01:31 +02:00
Bartłomiej Dach
d08d22e3e9
Ensure tests wait for screen load
2021-08-12 19:57:05 +02:00
Dean Herbert
c376e652a4
Convey and show team scores at the multiplayer results screen
2021-08-11 15:32:14 +09:00