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Merge pull request #14552 from frenzibyte/fix-test-visibility-regression
Fix editor screen test scenes not updated to show their screens
This commit is contained in:
commit
7122f48568
@ -3,6 +3,7 @@
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using NUnit.Framework;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu.Beatmaps;
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using osu.Game.Rulesets.Osu.Beatmaps;
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@ -30,7 +31,10 @@ namespace osu.Game.Tests.Visual.Editing
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{
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{
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Beatmap.Value = CreateWorkingBeatmap(editorBeatmap.PlayableBeatmap);
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Beatmap.Value = CreateWorkingBeatmap(editorBeatmap.PlayableBeatmap);
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Child = new ComposeScreen();
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Child = new ComposeScreen
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{
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State = { Value = Visibility.Visible },
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};
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}
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}
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}
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}
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}
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}
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@ -3,6 +3,7 @@
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using NUnit.Framework;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Osu.Beatmaps;
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using osu.Game.Rulesets.Osu.Beatmaps;
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using osu.Game.Screens.Edit;
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using osu.Game.Screens.Edit;
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@ -26,7 +27,11 @@ namespace osu.Game.Tests.Visual.Editing
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private void load()
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private void load()
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{
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{
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Beatmap.Value = CreateWorkingBeatmap(editorBeatmap.PlayableBeatmap);
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Beatmap.Value = CreateWorkingBeatmap(editorBeatmap.PlayableBeatmap);
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Child = new SetupScreen();
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Child = new SetupScreen
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{
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State = { Value = Visibility.Visible },
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};
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}
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}
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}
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}
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}
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}
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@ -3,6 +3,7 @@
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using NUnit.Framework;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Screens.Edit;
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using osu.Game.Screens.Edit;
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@ -30,7 +31,10 @@ namespace osu.Game.Tests.Visual.Editing
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Beatmap.Value = CreateWorkingBeatmap(editorBeatmap.PlayableBeatmap);
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Beatmap.Value = CreateWorkingBeatmap(editorBeatmap.PlayableBeatmap);
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Beatmap.Disabled = true;
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Beatmap.Disabled = true;
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Child = new TimingScreen();
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Child = new TimingScreen
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{
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State = { Value = Visibility.Visible },
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};
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}
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}
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protected override void Dispose(bool isDisposing)
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protected override void Dispose(bool isDisposing)
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