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https://github.com/ppy/osu
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Fix weird nullability in TestSceneSkinEditor
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parent
16c8a392a1
commit
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@ -4,6 +4,7 @@
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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.Extensions.ObjectExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.UserInterface;
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using osu.Framework.Testing;
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@ -21,7 +22,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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{
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public partial class TestSceneSkinEditor : PlayerTestScene
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{
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private SkinEditor? skinEditor;
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private SkinEditor skinEditor = null!;
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protected override bool Autoplay => true;
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@ -40,17 +41,18 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddStep("reload skin editor", () =>
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{
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skinEditor?.Expire();
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if (skinEditor.IsNotNull())
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skinEditor.Expire();
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Player.ScaleTo(0.4f);
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LoadComponentAsync(skinEditor = new SkinEditor(Player), Add);
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});
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AddUntilStep("wait for loaded", () => skinEditor!.IsLoaded);
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AddUntilStep("wait for loaded", () => skinEditor.IsLoaded);
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}
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[Test]
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public void TestToggleEditor()
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{
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AddToggleStep("toggle editor visibility", _ => skinEditor!.ToggleVisibility());
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AddToggleStep("toggle editor visibility", _ => skinEditor.ToggleVisibility());
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}
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[Test]
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@ -63,7 +65,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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var blueprint = skinEditor.ChildrenOfType<SkinBlueprint>().First(b => b.Item is BarHitErrorMeter);
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hitErrorMeter = (BarHitErrorMeter)blueprint.Item;
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skinEditor!.SelectedComponents.Clear();
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skinEditor.SelectedComponents.Clear();
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skinEditor.SelectedComponents.Add(blueprint.Item);
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});
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